diff --git a/source_art/dorothy.fuse b/source_art/dorothy.fuse
new file mode 100644
index 0000000..8e01aef
Binary files /dev/null and b/source_art/dorothy.fuse differ
diff --git a/source_art/dorothy.obj b/source_art/dorothy.obj
new file mode 100644
index 0000000..4301c0f
--- /dev/null
+++ b/source_art/dorothy.obj
@@ -0,0 +1,74665 @@
+# Exported from Mixamo Fuse 1.3.0
+
+mtllib dorothy.mtl
+
+
+g Body
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Attack2.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Attack2.FBX
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index 0000000..cee1bd0
Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Attack2.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Attack2.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Attack2.FBX.meta
new file mode 100644
index 0000000..e8450e8
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Attack3.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Attack3.FBX
new file mode 100644
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Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Attack3.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Attack3.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Attack3.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Death.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Death.FBX
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Death.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Death.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Defend.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Defend.FBX
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Defend.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Defend.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@GroundHit.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@GroundHit.FBX
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@GroundHit.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@GroundHit.FBX.meta
new file mode 100644
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Hit1.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Hit1.FBX
new file mode 100644
index 0000000..a35997a
Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Hit1.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Hit1.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Hit1.FBX.meta
new file mode 100644
index 0000000..15b06cf
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Hit2.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Hit2.FBX
new file mode 100644
index 0000000..c519a40
Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Hit2.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Hit2.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Hit2.FBX.meta
new file mode 100644
index 0000000..01db8c9
--- /dev/null
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@KnockDown.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@KnockDown.FBX
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@KnockDown.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@KnockDown.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@StandUp.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@StandUp.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Walk.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Walk.FBX
new file mode 100644
index 0000000..9cfbc0a
Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Walk.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Walk.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@Walk.FBX.meta
new file mode 100644
index 0000000..aa2fdaf
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@WalkBackwards.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@WalkBackwards.FBX
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index 0000000..214f958
Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@WalkBackwards.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@WalkBackwards.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/Animations/Enemy1@WalkBackwards.FBX.meta
new file mode 100644
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/EnemyNames.txt b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/EnemyNames.txt
new file mode 100644
index 0000000..acdda46
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/EnemyNames.txt
@@ -0,0 +1,13 @@
+Anthony
+Brian
+Chris
+Daniel
+David
+George
+James
+Jeff
+John
+Mark
+Robert
+Steven
+Thomas
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/EnemyNames.txt.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/EnemyNames.txt.meta
new file mode 100644
index 0000000..1457868
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/EnemyNames.txt.meta
@@ -0,0 +1,8 @@
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/EnemyRig.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Enemy1/EnemyRig.FBX
new file mode 100644
index 0000000..1e735cd
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Defend.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Defend.FBX
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Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Defend.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Defend.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Defend.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@FireGun.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@FireGun.FBX
new file mode 100644
index 0000000..8cf0dc8
Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@FireGun.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@FireGun.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@FireGun.FBX.meta
new file mode 100644
index 0000000..8669ad8
--- /dev/null
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@GroundKick.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@GroundKick.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@GroundPunch.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@GroundPunch.FBX
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Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@GroundPunch.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@GroundPunch.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@GroundPunch.FBX.meta
new file mode 100644
index 0000000..99843ac
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Hit2.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Hit2.FBX
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Hit2.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Hit2.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Idle.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Idle.FBX
new file mode 100644
index 0000000..edcede7
Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Idle.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Idle.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Idle.FBX.meta
new file mode 100644
index 0000000..54e3ea2
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Idle.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@JumpKick.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@JumpKick.FBX
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@JumpKick.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@JumpKick.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Kick1.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Kick1.FBX
new file mode 100644
index 0000000..1bb8206
Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Kick1.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Kick1.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Kick1.FBX.meta
new file mode 100644
index 0000000..bf55d19
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Kick1.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Kick2.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Kick2.FBX
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Kick2.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Kick2.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@KnockDown.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@KnockDown.FBX
new file mode 100644
index 0000000..ec6a4f4
Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@KnockDown.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@KnockDown.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@KnockDown.FBX.meta
new file mode 100644
index 0000000..f9d0bb9
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Land.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Land.FBX
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Pickup.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Pickup.FBX
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Pickup.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Pickup.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@PunchCombo.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@PunchCombo.FBX
new file mode 100644
index 0000000..005cdda
Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@PunchCombo.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@PunchCombo.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@PunchCombo.FBX.meta
new file mode 100644
index 0000000..7db52c3
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@PunchCombo.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@PunchRootMotion.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@PunchRootMotion.FBX
new file mode 100644
index 0000000..c4fd889
Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@PunchRootMotion.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@PunchRootMotion.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@PunchRootMotion.FBX.meta
new file mode 100644
index 0000000..6624a61
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@PunchRootMotion.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Run.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Run.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@RunKick.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@RunKick.FBX
new file mode 100644
index 0000000..0942a49
Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@RunKick.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@RunKick.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@RunKick.FBX.meta
new file mode 100644
index 0000000..ed46c5a
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@RunPunch.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@RunPunch.FBX
new file mode 100644
index 0000000..152932e
Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@RunPunch.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@RunPunch.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@RunPunch.FBX.meta
new file mode 100644
index 0000000..446d97d
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@StandUp.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@StandUp.FBX
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@StandUp.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@StandUp.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@SwingWeapon.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@SwingWeapon.FBX
new file mode 100644
index 0000000..e847be0
Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@SwingWeapon.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@SwingWeapon.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@SwingWeapon.FBX.meta
new file mode 100644
index 0000000..b1fb4bc
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@SwingWeapon.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@ThrowWeapon.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@ThrowWeapon.FBX.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Walk.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Walk.FBX
new file mode 100644
index 0000000..62bd4d2
Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Walk.FBX differ
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Walk.FBX.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Animations/Char1@Walk.FBX.meta
new file mode 100644
index 0000000..c68f74c
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Model/Quad.FBX b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Model/Quad.FBX
new file mode 100644
index 0000000..b4ed358
Binary files /dev/null and b/unity_project/Assets/BeatEmUp_GameTemplate3D/Player1/Model/Quad.FBX differ
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Prefabs/Lamp1.prefab.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Prefabs/Lamp1.prefab.meta
new file mode 100644
index 0000000..eeab80e
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Prefabs/WoodenCrateDestroyed.prefab.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Prefabs/WoodenCrateDestroyed.prefab.meta
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/README.txt b/unity_project/Assets/BeatEmUp_GameTemplate3D/README.txt
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--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/README.txt
@@ -0,0 +1,44 @@
+Thanks for buying the Beat'Em Up Game template! I hope the contents of this package will give you a great boost in developing your own Beat 'Em Up game.
+
+Please check out my YouTube channel for tutorials and more information about this product: www.youtube.com/channel/UC9QvPxEcK2XUvaRT2kdpLhg/videos
+or check out the FAQ section of this asset here: http://www.osarion.com/assetstore/beat-em-up-template-3d-documentation/
+
+If you have any questions, you can contact me at: info@osarion.com.
+
+UPDATE HISTORY
+---
+Update 1.4
+- ADDED Main Menu and implemented Basic UI menu flow
+- ADDED Level Selection Screen
+- ADDED Training scene where you can test moves and see input information
+- ADDED Run functionality on double tap (direction keys)
+- ADDED Run attacks (punch & kick)
+- ADDED New input manager, you can now add new input actions in the inspector
+- ADDED The name and player portrait in the HUD can now be set on the player prefab (Health System component)
+- ADDED SpawnItemOnDestroy. Add this script to an enemy if you want this enemy to spawn a specific item when the enemy is defeated.
+- CHANGED The player now jumps only once when the jump button is pressed and held down.
+- FIXED Bug where the player got stuck in his fallDown animation when colliding in mid-air
+- FIXED The Enemy healthbar is now hidden at start
+- FIXED Bug where the player direction was different than it's graphic representation. This occurred when an opposite direction key was tapped shortly after an attack.
+
+Update 1.3
+- FIXED a bug in playermovement.cs where the player could get strange jittery movement when going left/right or when turning during a jump.
+- ADDED code that turns projectiles towards their travel direction.
+
+Update 1.2
+- ADDED a character selection screen
+- ADDED a new playable character
+- ADDED a PlayerSpawnPoint to the level
+- ADDED a 'gun pickup' and 'baseball bat' pickup
+- ADDED 'EnemyNames.txt' to the project, so you can edit/add enemy names by editing the text file
+- MOVED the MaxAttackers variable from 'Tools/GameSettings' to 'EnemyWaveManager'. So you can change the amount of enemies attacking simultaneously per level
+- ADDED support for characters that have multiple mesh renderers
+- ADDED option for enemy attacks to override player defence
+- REMOVED linked components section in playerMovement and playerCombat. The code will now try to find these components automatically
+- ADDED support for root motion animation
+
+Update 1.1
+- Switched player and enemy character to a Humanoid rig
+
+Update 1.0
+- First Release
\ No newline at end of file
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Resources/UI.prefab.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Resources/UI.prefab.meta
new file mode 100644
index 0000000..850c859
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts.meta
new file mode 100644
index 0000000..8d15466
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Attributes.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Attributes.meta
new file mode 100644
index 0000000..6f57f25
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Attributes/HelpAttribute.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Attributes/HelpAttribute.cs
new file mode 100644
index 0000000..4c95587
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Attributes/HelpAttribute.cs
@@ -0,0 +1,139 @@
+using System;
+using UnityEngine;
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+//----
+//This attribute adds a helpbox to the Unity property inspector
+//----
+[AttributeUsage(AttributeTargets.Field, Inherited = true)]
+public class HelpAttribute : PropertyAttribute {
+
+ public readonly string text;
+ #if UNITY_EDITOR
+ public readonly MessageType type;
+ #endif
+
+ public HelpAttribute(string text
+ #if UNITY_EDITOR
+ , MessageType type = MessageType.Info
+ #endif
+ )
+ {
+ this.text = text;
+ #if UNITY_EDITOR
+ this.type = type;
+ #endif
+ }
+}
+
+#if UNITY_EDITOR
+[CustomPropertyDrawer(typeof(HelpAttribute))]
+public class HelpDrawer : PropertyDrawer {
+
+ const int paddingHeight = 8; // Used for top and bottom padding between the text and the HelpBox border.
+ const int marginHeight = 2; // Used to add some margin between the the HelpBox and the property.
+ float baseHeight = 0; // Global field to store the original (base) property height.
+ float addedHeight = 0; // Custom added height for drawing text area which has the MultilineAttribute.
+ HelpAttribute helpAttribute { get { return (HelpAttribute)attribute; } } // A wrapper which returns the PropertyDrawer.attribute field as a HelpAttribute.
+
+ RangeAttribute rangeAttribute {
+ get {
+ var attributes = fieldInfo.GetCustomAttributes(typeof(RangeAttribute), true);
+ return attributes != null && attributes.Length > 0 ? (RangeAttribute)attributes[0] : null;
+ }
+ }
+
+ MultilineAttribute multilineAttribute {
+ get {
+ var attributes = fieldInfo.GetCustomAttributes(typeof(MultilineAttribute), true);
+ return attributes != null && attributes.Length > 0 ? (MultilineAttribute)attributes[0] : null;
+ }
+ }
+
+ public override float GetPropertyHeight(SerializedProperty prop, GUIContent label) {
+
+ baseHeight = base.GetPropertyHeight(prop, label);
+ float minHeight = paddingHeight * 5;
+ var content = new GUIContent(helpAttribute.text);
+ var style = GUI.skin.GetStyle("helpbox");
+ var height = style.CalcHeight(content, EditorGUIUtility.currentViewWidth);
+ height += marginHeight * 2; // add tiny padding here to make sure the text is not overflowing the HelpBox from the top and bottom.
+
+ // Since we draw a custom text area with the label above if our property contains the
+ // MultilineAttribute, we need to add some extra height to compensate. This is stored in a
+ // seperate global field so we can use it again later.
+ if (multilineAttribute != null && prop.propertyType == SerializedPropertyType.String) {
+ addedHeight = 48f;
+ }
+
+ // If the calculated HelpBox is less than our minimum height we use this to calculate the returned height instead.
+ return height > minHeight ? height + baseHeight + addedHeight : minHeight + baseHeight + addedHeight;
+ }
+
+ public override void OnGUI(Rect position, SerializedProperty prop, GUIContent label) {
+
+ var multiline = multilineAttribute;
+
+ EditorGUI.BeginProperty(position, label, prop);
+
+ // Copy the position out so we can calculate the position of our HelpBox without affecting the original position.
+ var helpPos = position;
+
+ helpPos.height -= baseHeight + marginHeight;
+
+
+ if (multiline != null) {
+ helpPos.height -= addedHeight;
+ }
+
+ // Renders the HelpBox in the Unity inspector UI.
+ EditorGUI.HelpBox(helpPos, helpAttribute.text, helpAttribute.type);
+
+ position.y += helpPos.height + marginHeight;
+ position.height = baseHeight;
+
+
+ // If we have a RangeAttribute on our field, we need to handle the PropertyDrawer differently to keep the same style as Unity's default.
+ var range = rangeAttribute;
+
+ if (range != null) {
+ if (prop.propertyType == SerializedPropertyType.Float) {
+ EditorGUI.Slider(position, prop, range.min, range.max, label);
+ }
+ else if (prop.propertyType == SerializedPropertyType.Integer) {
+ EditorGUI.IntSlider(position, prop, (int)range.min, (int)range.max, label);
+
+ } else {
+ EditorGUI.PropertyField(position, prop, label);
+ }
+ }
+ else if (multiline != null) {
+
+ // Here's where we handle the PropertyDrawer differently if we have a MultiLineAttribute, to try and keep some kind of multiline text area. This is not identical to Unity's default but is better than nothing...
+ if (prop.propertyType == SerializedPropertyType.String) {
+ var style = GUI.skin.label;
+ var size = style.CalcHeight(label, EditorGUIUtility.currentViewWidth);
+
+ EditorGUI.LabelField(position, label);
+
+ position.y += size;
+ position.height += addedHeight - size;
+ prop.stringValue = EditorGUI.TextArea(position, prop.stringValue);
+ }
+ else {
+ EditorGUI.PropertyField(position, prop, label);
+ }
+ }
+ else
+ {
+ // If we get to here it means we're drawing the default property field below the HelpBox. More custom
+ // and built in PropertyDrawers could be implemented to enable HelpBox but it could easily make for
+ // hefty else/if block which would need refactoring!
+ EditorGUI.PropertyField(position, prop, label);
+ }
+ EditorGUI.EndProperty();
+ }
+}
+#endif
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Attributes/HelpAttribute.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Attributes/HelpAttribute.cs.meta
new file mode 100644
index 0000000..43c55c3
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio.meta
new file mode 100644
index 0000000..fe88d9f
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+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio.meta
@@ -0,0 +1,9 @@
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/AudioItem.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/AudioItem.cs
new file mode 100644
index 0000000..9fc5e11
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/AudioItem.cs
@@ -0,0 +1,13 @@
+using UnityEngine;
+
+[System.Serializable]
+public class AudioItem {
+
+ public string name;
+ public float volume = 1f;
+ public float MinTimeBetweenCall = 0;
+ public bool loop;
+ public AudioClip[] clip;
+ [HideInInspector]
+ public float lastTimePlayed = 0;
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/AudioItem.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/AudioItem.cs.meta
new file mode 100644
index 0000000..8a0b26f
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+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/AudioItem.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/AudioPlayer.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/AudioPlayer.cs
new file mode 100644
index 0000000..9a04460
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/AudioPlayer.cs
@@ -0,0 +1,107 @@
+using UnityEngine;
+
+namespace BeatEmUpTemplate {
+
+ [RequireComponent(typeof(AudioSource))]
+ public class AudioPlayer : MonoBehaviour {
+
+ public AudioItem[] AudioList;
+ private AudioSource source;
+ private float musicVolume = 1f;
+ private float sfxVolume = 1f;
+
+ void Awake(){
+ GlobalAudioPlayer.audioPlayer = this;
+ source = GetComponent();
+
+ //set settings
+ GameSettings settings = Resources.Load("GameSettings", typeof(GameSettings)) as GameSettings;
+ if(settings != null){
+ musicVolume = settings.MusicVolume;
+ sfxVolume = settings.SFXVolume;
+ }
+ }
+
+ //play a sfx
+ public void playSFX(string name){
+ bool SFXFound = false;
+ foreach(AudioItem audioItem in AudioList){
+ if(audioItem.name == name){
+
+ //pick a random number (not same twice)
+ int rand = Random.Range (0, audioItem.clip.Length);
+ source.PlayOneShot(audioItem.clip[rand]);
+ source.volume = audioItem.volume * sfxVolume;
+ source.loop = audioItem.loop;
+ SFXFound = true;
+ }
+ }
+ if (!SFXFound) Debug.Log ("no sfx found with name: " + name);
+ }
+
+ //plays a sfx at a certain world position
+ public void playSFXAtPosition(string name, Vector3 worldPosition, Transform parent){
+ bool SFXFound = false;
+ foreach(AudioItem audioItem in AudioList){
+ if(audioItem.name == name){
+
+ //check the time threshold
+ if (Time.time - audioItem.lastTimePlayed < audioItem.MinTimeBetweenCall) {
+ return;
+ } else {
+ audioItem.lastTimePlayed = Time.time;
+ }
+
+ //pick a random number
+ int rand = Random.Range (0, audioItem.clip.Length);
+
+ //create gameobject for the audioSource
+ GameObject audioObj = new GameObject ();
+ audioObj.transform.parent = parent;
+ audioObj.name = name;
+ audioObj.transform.position = worldPosition;
+ AudioSource audiosource = audioObj.AddComponent();
+
+ //audio source settings
+ audiosource.clip = audioItem.clip[rand];
+ audiosource.spatialBlend = 1.0f;
+ audiosource.minDistance = 4f;
+ audiosource.volume = audioItem.volume * sfxVolume;
+ audiosource.outputAudioMixerGroup = source.outputAudioMixerGroup;
+ audiosource.loop = audioItem.loop;
+ audiosource.Play ();
+
+ //Destroy on finish
+ if (!audioItem.loop && audiosource.clip != null) {
+ TimeToLive TTL = audioObj.AddComponent ();
+ TTL.LifeTime = audiosource.clip.length;
+ }
+ SFXFound = true;
+ }
+ }
+ if (!SFXFound) Debug.Log ("no sfx found with name: " + name);
+ }
+
+ public void playSFXAtPosition(string name, Vector3 worldPosition){
+ playSFXAtPosition (name, worldPosition, transform.root);
+ }
+
+ public void playMusic(string name){
+
+ //create a separate gameobject designated for playing music
+ GameObject music = new GameObject();
+ music.name = "Music";
+ AudioSource audioSource = music.AddComponent();
+
+ //get music track from trackList
+ foreach(AudioItem audioItem in AudioList){
+ if(audioItem.name == name){
+ audioSource.clip = audioItem.clip[0];
+ audioSource.loop = true;
+ audioSource.volume = audioItem.volume * musicVolume;
+ audioSource.Play();
+ }
+ }
+ }
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/AudioPlayer.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/AudioPlayer.cs.meta
new file mode 100644
index 0000000..c1198c2
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/AudioPlayer.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 6e5d31182863e03498403eb80239b3fc
+timeCreated: 1470518785
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/GlobalAudioPlayer.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/GlobalAudioPlayer.cs
new file mode 100644
index 0000000..9153d3d
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/GlobalAudioPlayer.cs
@@ -0,0 +1,22 @@
+using UnityEngine;
+
+public static class GlobalAudioPlayer {
+
+ public static BeatEmUpTemplate.AudioPlayer audioPlayer;
+
+ public static void PlaySFX(string sfxName){
+ if(audioPlayer != null && sfxName != "") audioPlayer.playSFX(sfxName);
+ }
+
+ public static void PlaySFXAtPosition(string sfxName, Vector3 position){
+ if(audioPlayer != null && sfxName != "") audioPlayer.playSFXAtPosition(sfxName, position);
+ }
+
+ public static void PlaySFXAtPosition(string sfxName, Vector3 position, Transform parent){
+ if(audioPlayer != null && sfxName != "") audioPlayer.playSFXAtPosition(sfxName, position, parent);
+ }
+
+ public static void PlayMusic(string musicName){
+ if(audioPlayer != null) audioPlayer.playMusic(musicName);
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/GlobalAudioPlayer.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/GlobalAudioPlayer.cs.meta
new file mode 100644
index 0000000..b2fa406
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/GlobalAudioPlayer.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 69c4a4888d94357428c3e617f26e4237
+timeCreated: 1473503006
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/PlaySFXOnStart.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/PlaySFXOnStart.cs
new file mode 100644
index 0000000..c38602a
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/PlaySFXOnStart.cs
@@ -0,0 +1,10 @@
+using UnityEngine;
+
+public class PlaySFXOnStart : MonoBehaviour {
+
+ public string sfx;
+
+ void Start () {
+ GlobalAudioPlayer.PlaySFXAtPosition (sfx, transform.position, transform);
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/PlaySFXOnStart.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/PlaySFXOnStart.cs.meta
new file mode 100644
index 0000000..faffea9
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Audio/PlaySFXOnStart.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 463adb41a06adef4db3f3bff60ea572c
+timeCreated: 1501965748
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera.meta
new file mode 100644
index 0000000..b8bae7f
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: f697bb7cd08f4fd44a927b83b8e5c335
+folderAsset: yes
+timeCreated: 1481965524
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera/CamShake.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera/CamShake.cs
new file mode 100644
index 0000000..51ef139
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera/CamShake.cs
@@ -0,0 +1,42 @@
+using System.Collections;
+using UnityEngine;
+
+[RequireComponent (typeof(Camera))]
+public class CamShake : MonoBehaviour {
+
+ public AnimationCurve camShakeY;
+ public AnimationCurve camShakeX;
+ public AnimationCurve camShakeZ;
+ public float multiplier = 1f;
+ public bool randomize; //randomizes the direction of the animationcurves
+ public float time = .5f;
+
+ public void Shake(float intensity){
+ StartCoroutine(DoShake(intensity));
+ }
+
+ IEnumerator DoShake(float scale){
+
+ Vector3 rand = new Vector3(getRandomValue(), getRandomValue(), getRandomValue());
+ scale *= multiplier;
+
+ float t = 0;
+ while (t < time) {
+ if (randomize) {
+ transform.localPosition = new Vector3 (camShakeX.Evaluate(t) * scale * rand.x, camShakeY.Evaluate(t) * scale * rand.y, camShakeZ.Evaluate(t) * scale * rand.z);
+ } else {
+ transform.localPosition = new Vector3 (camShakeX.Evaluate(t) * scale, camShakeY.Evaluate(t) * scale, camShakeZ.Evaluate(t) * scale);
+ }
+
+ t += Time.deltaTime / time;
+ yield return null;
+ }
+ transform.localPosition = Vector3.zero;
+ }
+
+ //returns a value of -1 or 1
+ int getRandomValue(){
+ int[] i = { -1, 1 };
+ return i[Random.Range(0,2)];
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera/CamShake.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera/CamShake.cs.meta
new file mode 100644
index 0000000..0eeaa11
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera/CamShake.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 432740465aa8e0e44a4029471ad1849c
+timeCreated: 1500835110
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera/CamSlowMotionDelay.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera/CamSlowMotionDelay.cs
new file mode 100644
index 0000000..03a20e0
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera/CamSlowMotionDelay.cs
@@ -0,0 +1,33 @@
+using System.Collections;
+using UnityEngine;
+
+public class CamSlowMotionDelay : MonoBehaviour {
+
+ public float slowMotionTimeScale = .2f;
+
+ public void StartSlowMotionDelay(float duration){
+ StopAllCoroutines();
+ StartCoroutine(SlowMotionRoutine(duration));
+ }
+
+ //slow motion delay
+ IEnumerator SlowMotionRoutine(float duration) {
+
+ //set timescale
+ Time.timeScale = slowMotionTimeScale;
+
+ //wait a moment...
+ float startTime = Time.realtimeSinceStartup;
+ while (Time.realtimeSinceStartup < (startTime + duration)) {
+ yield return null;
+ }
+
+ //reset timescale
+ GameSettings settings = Resources.Load("GameSettings", typeof(GameSettings)) as GameSettings;
+ if (settings != null) {
+ Time.timeScale = settings.timeScale;
+ } else {
+ Time.timeScale = 1;
+ }
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera/CamSlowMotionDelay.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera/CamSlowMotionDelay.cs.meta
new file mode 100644
index 0000000..9d847e7
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera/CamSlowMotionDelay.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 3da800b4ab91e9e4cb9dde7daa7a3f6d
+timeCreated: 1502447383
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera/CameraFollow.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera/CameraFollow.cs
new file mode 100644
index 0000000..74fde91
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Camera/CameraFollow.cs
@@ -0,0 +1,102 @@
+using UnityEngine;
+
+public class CameraFollow : MonoBehaviour {
+
+ public Vector3 MiddlePosition;
+
+ [Header ("Player Targets")]
+ public GameObject[] targets;
+
+ [Header ("Follow Settings")]
+ public float distanceToTarget = 10; // The distance to the target
+ public float heightOffset = -2; // the height offset of the camera relative to it's target
+ public float viewAngle = -6; //a downwards rotation
+ public Vector3 AdditionalOffset; //any additional offset
+ public bool FollowZAxis; //enable or disable the camera following the z axis
+
+ [Header ("Damp Settings")]
+ public float DampX = 3f;
+ public float DampY = 2f;
+ public float DampZ = 3f;
+
+ [Header ("View Area")]
+ public float MinLeft;
+ public float MaxRight;
+
+ [Header ("Wave Area collider")]
+ public bool UseWaveAreaCollider;
+ public BoxCollider CurrentAreaCollider;
+ public float AreaColliderViewOffset;
+ private bool firstFrameActive;
+
+ void Start(){
+ UpdatePlayerTargets();
+ firstFrameActive = true;
+ }
+
+ void Update () {
+ if (targets.Length > 0){
+ MiddlePosition = Vector3.zero;
+
+ if(targets.Length == 1){
+
+ //follow a single target
+ if(targets[0] != null) MiddlePosition = targets[0].transform.position;
+
+ } else {
+
+ //find center position between multiple targets
+ int count = 0;
+ for(int i=0; i{
+
+ [Space(10)]
+ public bool enableAI;
+
+ //a list of states where the AI is executed
+ private List ActiveAIStates = new List {
+ UNITSTATE.IDLE,
+ UNITSTATE.WALK
+ };
+
+ void Start(){
+
+ //add this enemy to the enemylist
+ EnemyManager.enemyList.Add(gameObject);
+
+ //set z spread (zspread is used to keep space between the enemies)
+ ZSpread = (EnemyManager.enemyList.Count-1);
+ Invoke ("SetZSpread", .1f);
+
+ //randomize values to avoid synchronous movement
+ if(randomizeValues) SetRandomValues();
+
+ OnStart();
+ }
+
+ void FixedUpdate(){
+ OnFixedUpdate();
+ }
+
+ void LateUpdate(){
+ OnLateUpdate();
+ }
+
+ void Update(){
+
+ //do nothing when there is no target or when AI is disabled
+ if (target == null || !enableAI) {
+ Ready ();
+ return;
+
+ } else {
+
+ //get range to target
+ range = GetDistanceToTarget ();
+ }
+
+ if(!isDead && enableAI){
+ if(ActiveAIStates.Contains(enemyState) && targetSpotted) {
+
+ //AI active
+ AI();
+
+ } else {
+
+ //try to spot the player
+ if(distanceToTarget.magnitude < sightDistance) targetSpotted = true;
+ }
+ }
+ }
+
+ void AI(){
+ LookAtTarget(target.transform);
+ if (range == RANGE.ATTACKRANGE){
+
+ //attack the target
+ if (!cliffSpotted){
+ if (Time.time - lastAttackTime > attackInterval) {
+ ATTACK();
+ } else {
+ Ready();
+ }
+ return;
+ }
+
+ //actions for ATTACKRANGE distance
+ if (enemyTactic == ENEMYTACTIC.KEEPCLOSEDISTANCE) WalkTo(closeRangeDistance, 0f);
+ if (enemyTactic == ENEMYTACTIC.KEEPMEDIUMDISTANCE) WalkTo(midRangeDistance, RangeMarging);
+ if (enemyTactic == ENEMYTACTIC.KEEPFARDISTANCE) WalkTo(farRangeDistance, RangeMarging);
+ if (enemyTactic == ENEMYTACTIC.STANDSTILL) Ready ();
+
+ } else {
+
+ //actions for CLOSERANGE, MIDRANGE & FARRANGE distances
+ if (enemyTactic == ENEMYTACTIC.ENGAGE) WalkTo (attackRangeDistance, 0f);
+ if (enemyTactic == ENEMYTACTIC.KEEPCLOSEDISTANCE) WalkTo(closeRangeDistance, RangeMarging);
+ if (enemyTactic == ENEMYTACTIC.KEEPMEDIUMDISTANCE) WalkTo(midRangeDistance, RangeMarging);
+ if (enemyTactic == ENEMYTACTIC.KEEPFARDISTANCE) WalkTo(farRangeDistance, RangeMarging);
+ if (enemyTactic == ENEMYTACTIC.STANDSTILL) Ready();
+ }
+ }
+
+ //update the current range
+ private RANGE GetDistanceToTarget(){
+ if (target != null) {
+
+ //get distance from the target
+ distanceToTarget = target.transform.position - transform.position;
+ distance = Vector3.Distance (target.transform.position, transform.position);
+
+ float distX = Mathf.Abs(distanceToTarget.x);
+ float distZ = Mathf.Abs(distanceToTarget.z);
+
+ //AttackRange
+ if(distX <= attackRangeDistance){
+ if(distZ < (hitZRange/2f))
+ return RANGE.ATTACKRANGE;
+ else
+ return RANGE.CLOSERANGE;
+ }
+
+ //Close Range
+ if (distX > attackRangeDistance && distX < midRangeDistance) return RANGE.CLOSERANGE;
+
+ //Mid range
+ if(distX > closeRangeDistance && distance < farRangeDistance) return RANGE.MIDRANGE;
+
+ //Far range
+ if(distX > farRangeDistance) return RANGE.FARRANGE;
+
+ }
+ return RANGE.FARRANGE;
+ }
+
+ //set an enemy tactic
+ public void SetEnemyTactic(ENEMYTACTIC tactic){
+ enemyTactic = tactic;
+ }
+
+ //spread enemies out in z distance
+ void SetZSpread(){
+ ZSpread = (ZSpread - (float)(EnemyManager.enemyList.Count - 1) / 2f) * (capsule.radius*2) * zSpreadMultiplier;
+ if (ZSpread > attackRangeDistance) ZSpread = attackRangeDistance - 0.1f;
+ }
+
+ //Unit has died
+ void Death(){
+ StopAllCoroutines();
+ CancelInvoke();
+
+ enableAI = false;
+ isDead = true;
+ animator.SetAnimatorBool("isDead", true);
+ Move(Vector3.zero, 0);
+ EnemyManager.RemoveEnemyFromList(gameObject);
+ gameObject.layer = LayerMask.NameToLayer ("Default");
+
+ //ground death
+ if(enemyState == UNITSTATE.KNOCKDOWNGROUNDED) {
+ StartCoroutine(GroundHit());
+ } else {
+
+ //normal death
+ animator.SetAnimatorTrigger("Death");
+ }
+
+ GlobalAudioPlayer.PlaySFXAtPosition("EnemyDeath", transform.position);
+ StartCoroutine (animator.FlickerCoroutine(2));
+ enemyState = UNITSTATE.DEATH;
+ DestroyUnit();
+ }
+}
+
+public enum ENEMYTACTIC {
+ ENGAGE = 0,
+ KEEPCLOSEDISTANCE = 1,
+ KEEPMEDIUMDISTANCE = 2,
+ KEEPFARDISTANCE = 3,
+ STANDSTILL = 4,
+}
+
+public enum RANGE {
+ ATTACKRANGE,
+ CLOSERANGE,
+ MIDRANGE,
+ FARRANGE,
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyAI.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyAI.cs.meta
new file mode 100644
index 0000000..0238c02
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyAI.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 05e7ea3bbb926734b9a4bd0b4d3ccc10
+timeCreated: 1501766266
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyActions.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyActions.cs
new file mode 100644
index 0000000..a06c0a5
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyActions.cs
@@ -0,0 +1,596 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+using System.IO;
+
+[RequireComponent(typeof(Rigidbody))]
+[RequireComponent(typeof(CapsuleCollider))]
+public class EnemyActions : MonoBehaviour {
+
+ [Space(10)]
+ [Header ("Linked components")]
+ public GameObject target; //current target
+ public UnitAnimator animator; //animator component
+ public GameObject GFX; //GFX of this unit
+ public Rigidbody rb; //rigidbody component
+ public CapsuleCollider capsule; //capsule collider
+
+ [Header("Attack Data")]
+ public DamageObject[] AttackList; //a list of attacks
+ public bool PickRandomAttack; //choose a random attack from the list
+ public float hitZRange = 2; //the z range of all attacks
+ public float defendChance = 0; //the chance that an incoming attack is defended %
+ public float hitRecoveryTime = .4f; //the timeout after a hit before the enemy can do an action
+ public float standUpTime = 1.1f; //the time it takes for this enemy to stand up
+ public bool canDefendDuringAttack; //true if the enemy is able to defend an incoming attack while he is doing his own attack
+ public bool AttackPlayerAirborne; //attack a player while he is in the air
+ private DamageObject lastAttack; //data from the last attack that has taken place
+ private int AttackCounter = 0; //current attack number
+ public bool canHitEnemies; //true is this enemy can hit other enemies
+ public bool canHitDestroyableObjects; //true is this enemy can hit destroyable objects like crates, barrels.
+ [HideInInspector]
+ public float lastAttackTime; //time of the last attack
+
+ [Header ("Settings")]
+ public bool pickARandomName; //assign a random name
+ public TextAsset enemyNamesList; //the list of enemy names
+ public string enemyName = ""; //the name of this enemy
+ public float attackRangeDistance = 1.4f; //the distance from the target where the enemy is able to attack
+ public float closeRangeDistance = 2f; //the distance from the target at close range
+ public float midRangeDistance = 3f; //the distance from the target at mid range
+ public float farRangeDistance = 4.5f; //the distance from the target at far range
+ public float RangeMarging = 1f; //the amount of space that is allowed between the player and enemy before we reposition ourselves
+ public float walkSpeed = 1.95f; //the speed of a walk
+ public float walkBackwardSpeed = 1.2f; //the speed of walking backwards
+ public float sightDistance = 10f; //the distance when we can see the target
+ public float attackInterval = 1.2f; //the time inbetween attacking
+ public float rotationSpeed = 15f; //the rotation speed when switching directions
+ public float lookaheadDistance; //the distance at which we check for obstacles in from of us
+ public bool ignoreCliffs; //ignore cliff detection
+ public float KnockdownTimeout = 0f; //the time before we stand up after a knockdown
+ public float KnockdownUpForce = 5f; //the up force of a knockDown
+ public float KnockbackForce = 4; //the horizontal force of a knockDown
+ private LayerMask HitLayerMask; //the layermask for damagable objects
+ public LayerMask CollisionLayer; //the layers we check collisions with
+ public bool randomizeValues = true; //randomize values to avoid enemy synchronization
+ [HideInInspector]
+ public float zSpreadMultiplier = 2f; //multiplyer for the z distance between enemies
+
+ [Header ("Stats")]
+ public RANGE range;
+ public ENEMYTACTIC enemyTactic;
+ public UNITSTATE enemyState;
+ public DIRECTION currentDirection;
+ public bool targetSpotted;
+ public bool cliffSpotted;
+ public bool wallspotted;
+ public bool isGrounded;
+ public bool isDead;
+ private Vector3 moveDirection;
+ public float distance;
+ private Vector3 fixedVelocity;
+ private bool updateVelocity;
+
+ //list of states where the enemy cannot move
+ private List NoMovementStates = new List {
+ UNITSTATE.DEATH,
+ UNITSTATE.ATTACK,
+ UNITSTATE.DEFEND,
+ UNITSTATE.GROUNDHIT,
+ UNITSTATE.HIT,
+ UNITSTATE.IDLE,
+ UNITSTATE.KNOCKDOWNGROUNDED,
+ UNITSTATE.STANDUP,
+ };
+
+ //list of states where the player can be hit
+ private List HitableStates = new List {
+ UNITSTATE.ATTACK,
+ UNITSTATE.DEFEND,
+ UNITSTATE.HIT,
+ UNITSTATE.IDLE,
+ UNITSTATE.KICK,
+ UNITSTATE.PUNCH,
+ UNITSTATE.STANDUP,
+ UNITSTATE.WALK,
+ UNITSTATE.KNOCKDOWNGROUNDED,
+ };
+
+ [HideInInspector]
+ public float ZSpread; //the distance between enemies on the z-axis
+
+ //[HideInInspector]
+ public Vector3 distanceToTarget;
+
+ private List defendableStates = new List { UNITSTATE.IDLE, UNITSTATE.WALK, UNITSTATE.DEFEND }; //a list of states where the enemy is able to defend an incoming attack
+
+ //global event handler for enemies
+ public delegate void UnitEventHandler(GameObject Unit);
+
+ //global event Handler for destroying units
+ public static event UnitEventHandler OnUnitDestroy;
+
+ //---
+
+ public void OnStart(){
+
+ //assign a name to this enemy
+ if(pickARandomName) enemyName = GetRandomName();
+
+ //set player as target
+ if(target == null) target = GameObject.FindGameObjectWithTag("Player");
+
+ //tell enemymanager to update the list of active enemies
+ EnemyManager.getActiveEnemies();
+
+ //enable defending during an attack
+ if (canDefendDuringAttack) defendableStates.Add (UNITSTATE.ATTACK);
+
+ //set up HitLayerMask
+ HitLayerMask = 1 << LayerMask.NameToLayer("Player");
+ if(canHitEnemies)HitLayerMask |= (1 << LayerMask.NameToLayer("Enemy"));
+ if(canHitDestroyableObjects)HitLayerMask |= (1 << LayerMask.NameToLayer("DestroyableObject"));
+ }
+
+ #region Update
+
+ //late Update
+ public void OnLateUpdate(){
+
+ //apply any root motion offsets to parent
+ if(animator && animator.GetComponent().applyRootMotion && animator.transform.localPosition != Vector3.zero) {
+ Vector3 offset = animator.transform.localPosition;
+ animator.transform.localPosition = Vector3.zero;
+ transform.position += offset * (int)currentDirection;
+ }
+ }
+
+ //physics update
+ public void OnFixedUpdate() {
+ if(updateVelocity) {
+ rb.velocity = fixedVelocity;
+ updateVelocity = false;
+ }
+ }
+
+ //set velocity on next fixed update
+ void SetVelocity(Vector3 velocity) {
+ fixedVelocity = velocity;
+ updateVelocity = true;
+ }
+ #endregion
+
+ #region Attack
+
+ //Attack
+ public void ATTACK() {
+
+ //don't attack when player is jumping
+ var playerMovement = target.GetComponent();
+ if (!AttackPlayerAirborne && playerMovement != null && playerMovement.jumpInProgress) {
+ return;
+
+ } else {
+
+ //init
+ enemyState = UNITSTATE.ATTACK;
+ Move(Vector3.zero, 0f);
+ LookAtTarget(target.transform);
+ TurnToDir(currentDirection);
+
+ //pick random attack
+ if (PickRandomAttack) AttackCounter = Random.Range (0, AttackList.Length);
+
+ //play animation
+ animator.SetAnimatorTrigger (AttackList[AttackCounter].animTrigger);
+
+ //go to the next attack in the list
+ if (!PickRandomAttack) {
+ AttackCounter += 1;
+ if (AttackCounter >= AttackList.Length) AttackCounter = 0;
+ }
+
+ lastAttackTime = Time.time;
+ lastAttack = AttackList [AttackCounter];
+ lastAttack.inflictor = gameObject;
+
+ //resume
+ Invoke ("Ready", AttackList [AttackCounter].duration);
+ }
+ }
+
+ #endregion
+
+ #region We are Hit
+
+ //Unit was hit
+ public void Hit(DamageObject d){
+ if(HitableStates.Contains(enemyState)) {
+
+ //only allow ground attacks to hit us when we are knocked down
+ if(enemyState == UNITSTATE.KNOCKDOWNGROUNDED && !d.isGroundAttack) return;
+
+ CancelInvoke();
+ StopAllCoroutines();
+ animator.StopAllCoroutines();
+ Move(Vector3.zero, 0f);
+
+ //add attack time out so this enemy cannot attack instantly after a hit
+ lastAttackTime = Time.time;
+
+ //don't hit this unit when it's allready down
+ if((enemyState == UNITSTATE.KNOCKDOWNGROUNDED || enemyState == UNITSTATE.GROUNDHIT) && !d.isGroundAttack)
+ return;
+
+ //defend an incoming attack
+ if(!d.DefenceOverride && defendableStates.Contains(enemyState)) {
+ int rand = Random.Range(0, 100);
+ if(rand < defendChance) {
+ Defend();
+ return;
+ }
+ }
+
+ //hit sfx
+ GlobalAudioPlayer.PlaySFXAtPosition(d.hitSFX, transform.position);
+
+ //hit particle effect
+ ShowHitEffectAtPosition(new Vector3(transform.position.x, d.inflictor.transform.position.y + d.collHeight, transform.position.z));
+
+ //camera Shake
+ CamShake camShake = Camera.main.GetComponent();
+ if(camShake != null)
+ camShake.Shake(.1f);
+
+ //activate slow motion camera
+ if(d.slowMotionEffect) {
+ CamSlowMotionDelay cmd = Camera.main.GetComponent();
+ if(cmd != null)
+ cmd.StartSlowMotionDelay(.2f);
+ }
+
+ //substract health
+ HealthSystem healthSystem = GetComponent();
+ if(healthSystem != null) {
+ healthSystem.SubstractHealth(d.damage);
+ if(healthSystem.CurrentHp == 0)
+ return;
+ }
+
+ //ground attack
+ if(enemyState == UNITSTATE.KNOCKDOWNGROUNDED) {
+ StopAllCoroutines();
+ enemyState = UNITSTATE.GROUNDHIT;
+ StartCoroutine(GroundHit());
+ return;
+ }
+
+ //turn towards the direction of the incoming attack
+ int dir = d.inflictor.transform.position.x > transform.position.x? 1 : -1;
+ TurnToDir((DIRECTION)dir);
+
+ //check for a knockdown
+ if(d.knockDown) {
+ StartCoroutine(KnockDownSequence(d.inflictor));
+ return;
+
+ } else {
+
+ //default hit
+ int rand = Random.Range(1, 3);
+ animator.SetAnimatorTrigger("Hit" + rand);
+ enemyState = UNITSTATE.HIT;
+
+ //add small force from the impact
+ LookAtTarget(d.inflictor.transform);
+ animator.AddForce(-KnockbackForce);
+
+ //switch enemy state from passive to aggressive when attacked
+ if(enemyTactic != ENEMYTACTIC.ENGAGE) {
+ EnemyManager.setAgressive(gameObject);
+ }
+
+ Invoke("Ready", hitRecoveryTime);
+ return;
+ }
+ }
+ }
+
+ //Defend
+ void Defend(){
+ enemyState = UNITSTATE.DEFEND;
+ animator.ShowDefendEffect();
+ animator.SetAnimatorTrigger ("Defend");
+ GlobalAudioPlayer.PlaySFX ("DefendHit");
+ animator.SetDirection (currentDirection);
+ }
+
+ #endregion
+
+ #region Check for hit
+
+ //checks if we have hit something (Animation Event)
+ public void CheckForHit() {
+
+ //draws a hitbox in front of the character to see which objects are overlapping it
+ Vector3 boxPosition = transform.position + (Vector3.up * lastAttack.collHeight) + Vector3.right * ((int)currentDirection * lastAttack.collDistance);
+ Vector3 boxSize = new Vector3 (lastAttack.CollSize/2, lastAttack.CollSize/2, hitZRange/2);
+ Collider[] hitColliders = Physics.OverlapBox(boxPosition, boxSize, Quaternion.identity, HitLayerMask);
+
+ int i=0;
+ while (i < hitColliders.Length) {
+
+ //hit a damagable object
+ IDamagable damagableObject = hitColliders[i].GetComponent(typeof(IDamagable)) as IDamagable;
+ if (damagableObject != null && damagableObject != (IDamagable)this) {
+ damagableObject.Hit(lastAttack);
+ }
+ i++;
+ }
+ }
+
+ //Display hit box + lookahead sphere in Unity Editor (Debug)
+ #if UNITY_EDITOR
+ void OnDrawGizmos(){
+
+ //visualize hitbox
+ if (lastAttack != null && (Time.time - lastAttackTime) < lastAttack.duration) {
+ Gizmos.color = Color.red;
+ Vector3 boxPosition = transform.position + (Vector3.up * lastAttack.collHeight) + Vector3.right * ((int)currentDirection * lastAttack.collDistance);
+ Vector3 boxSize = new Vector3 (lastAttack.CollSize, lastAttack.CollSize, hitZRange);
+ Gizmos.DrawWireCube (boxPosition, boxSize);
+ }
+
+ //visualize lookahead sphere
+ Gizmos.color = Color.yellow;
+ Vector3 offset = -moveDirection.normalized * lookaheadDistance;
+ Gizmos.DrawWireSphere (transform.position + capsule.center - offset, capsule.radius);
+ }
+
+ #endif
+
+ #endregion
+
+ #region KnockDown Sequence
+
+ //knockDown sequence
+ IEnumerator KnockDownSequence(GameObject inflictor) {
+ enemyState = UNITSTATE.KNOCKDOWN;
+ yield return new WaitForFixedUpdate();
+
+ //look towards the direction of the incoming attack
+ int dir = 1;
+ if(inflictor != null) dir = inflictor.transform.position.x > transform.position.x? 1 : -1;
+ currentDirection = (DIRECTION)dir;
+ animator.SetDirection(currentDirection);
+ TurnToDir(currentDirection);
+
+ //add knockback force
+ animator.SetAnimatorTrigger("KnockDown_Up");
+ while(IsGrounded()){
+ SetVelocity(new Vector3(KnockbackForce * -dir, KnockdownUpForce, 0));
+ yield return new WaitForFixedUpdate();
+ }
+
+ //going up...
+ while(rb.velocity.y >= 0) yield return new WaitForFixedUpdate();
+
+ //going down
+ animator.SetAnimatorTrigger ("KnockDown_Down");
+ while(!IsGrounded()) yield return new WaitForFixedUpdate();
+
+ //hit ground
+ animator.SetAnimatorTrigger ("KnockDown_End");
+ GlobalAudioPlayer.PlaySFXAtPosition("Drop", transform.position);
+ animator.SetAnimatorFloat ("MovementSpeed", 0f);
+ animator.ShowDustEffectLand();
+ enemyState = UNITSTATE.KNOCKDOWNGROUNDED;
+ Move(Vector3.zero, 0f);
+
+ //cam shake
+ CamShake camShake = Camera.main.GetComponent();
+ if (camShake != null) camShake.Shake(.3f);
+
+ //dust effect
+ animator.ShowDustEffectLand();
+
+ //stop sliding
+ float t = 0;
+ float speed = 2;
+ Vector3 fromVelocity = rb.velocity;
+ while (t<1){
+ SetVelocity(Vector3.Lerp (new Vector3(fromVelocity.x, rb.velocity.y + Physics.gravity.y * Time.fixedDeltaTime, fromVelocity.z), new Vector3(0, rb.velocity.y, 0), t));
+ t += Time.deltaTime * speed;
+ yield return new WaitForFixedUpdate();
+ }
+
+ //knockDown Timeout
+ Move(Vector3.zero, 0f);
+ yield return new WaitForSeconds(KnockdownTimeout);
+
+ //stand up
+ enemyState = UNITSTATE.STANDUP;
+ animator.SetAnimatorTrigger ("StandUp");
+ Invoke("Ready", standUpTime);
+ }
+
+ //ground hit
+ public IEnumerator GroundHit(){
+ CancelInvoke();
+ GlobalAudioPlayer.PlaySFXAtPosition ("EnemyGroundPunchHit", transform.position);
+ animator.SetAnimatorTrigger ("GroundHit");
+ yield return new WaitForSeconds(KnockdownTimeout);
+ if(!isDead) animator.SetAnimatorTrigger ("StandUp");
+ Invoke("Ready", standUpTime);
+ }
+
+ #endregion
+
+ #region Movement
+
+ //walk to target
+ public void WalkTo(float proximityRange, float movementMargin){
+ Vector3 dirToTarget;
+ LookAtTarget(target.transform);
+ enemyState = UNITSTATE.WALK;
+
+ //clamp zspread to attackDistance when ENGAGED, otherwise we might not be able to reach the player at all
+ if (enemyTactic == ENEMYTACTIC.ENGAGE) {
+ dirToTarget = target.transform.position - (transform.position + new Vector3 (0, 0, Mathf.Clamp(ZSpread, 0, attackRangeDistance)));
+ } else {
+ dirToTarget = target.transform.position - (transform.position + new Vector3 (0, 0, ZSpread));
+ }
+
+ //we are too far away, move closer
+ if (distance >= proximityRange ) {
+ moveDirection = new Vector3(dirToTarget.x,0,dirToTarget.z);
+ if (IsGrounded() && !WallSpotted() && !PitfallSpotted()) {
+ Move(moveDirection.normalized, walkSpeed);
+ animator.SetAnimatorFloat ("MovementSpeed", rb.velocity.sqrMagnitude);
+ return;
+ }
+ }
+
+ //we are too close, move away
+ if (distance <= proximityRange - movementMargin) {
+ moveDirection = new Vector3(-dirToTarget.x,0,0);
+ if (IsGrounded() && !WallSpotted() && !PitfallSpotted()) {
+ Move(moveDirection.normalized, walkBackwardSpeed);
+ animator.SetAnimatorFloat ("MovementSpeed", -rb.velocity.sqrMagnitude);
+ return;
+ }
+ }
+
+ //otherwise do nothing
+ Move(Vector3.zero, 0f);
+ animator.SetAnimatorFloat ("MovementSpeed", 0);
+ }
+
+ //move towards a vector
+ public void Move(Vector3 vector, float speed){
+ if(!NoMovementStates.Contains(enemyState)) {
+ SetVelocity(new Vector3(vector.x * speed, rb.velocity.y + Physics.gravity.y * Time.fixedDeltaTime, vector.z * speed));
+ } else {
+ SetVelocity(Vector3.zero);
+ }
+ }
+
+ //returns true if there is an environment collider in front of us
+ bool WallSpotted(){
+ Vector3 Offset = moveDirection.normalized * lookaheadDistance;
+ Collider[] hitColliders = Physics.OverlapSphere (transform.position + capsule.center + Offset, capsule.radius, CollisionLayer);
+
+ int i = 0;
+ bool hasHitwall = false;
+ while (i < hitColliders.Length) {
+ if(CollisionLayer == (CollisionLayer | 1 << hitColliders[i].gameObject.layer)) {
+ hasHitwall = true;
+ }
+ i++;
+ }
+ wallspotted = hasHitwall;
+ return hasHitwall;
+ }
+
+ //returns true if there is a cliff in front of us
+ bool PitfallSpotted(){
+ if (!ignoreCliffs) {
+ float lookDownDistance = 1f;
+ Vector3 StartPoint = transform.position + (Vector3.up * .3f) + (Vector3.right * (capsule.radius + lookaheadDistance) * moveDirection.normalized.x);
+ RaycastHit hit;
+
+ #if UNITY_EDITOR
+ Debug.DrawRay (StartPoint, Vector3.down * lookDownDistance, Color.red);
+ #endif
+
+ if (!Physics.Raycast (StartPoint, Vector3.down, out hit, lookDownDistance, CollisionLayer)) {
+ cliffSpotted = true;
+ return true;
+ }
+ }
+ cliffSpotted = false;
+ return false;
+ }
+
+ //returns true if this unit is grounded
+ public bool IsGrounded(){
+ float colliderSize = capsule.bounds.extents.y - .1f;
+ if (Physics.CheckCapsule (capsule.bounds.center, capsule.bounds.center + Vector3.down*colliderSize, capsule.radius, CollisionLayer)) {
+ isGrounded = true;
+ return true;
+ } else {
+ isGrounded = false;
+ return false;
+ }
+ }
+
+ //turn towards a direction
+ public void TurnToDir(DIRECTION dir) {
+ transform.rotation = Quaternion.LookRotation(Vector3.forward * (int)dir);
+ }
+
+ #endregion
+
+ //show hit effect
+ public void ShowHitEffectAtPosition(Vector3 pos) {
+ GameObject.Instantiate (Resources.Load ("HitEffect"), pos, Quaternion.identity);
+ }
+
+ //unit is ready for new actions
+ public void Ready() {
+ enemyState = UNITSTATE.IDLE;
+ animator.SetAnimatorTrigger("Idle");
+ animator.SetAnimatorFloat ("MovementSpeed", 0f);
+ Move(Vector3.zero, 0f);
+ }
+
+ //look at the current target
+ public void LookAtTarget(Transform _target){
+ if(_target != null){
+ Vector3 newDir = Vector3.zero;
+ int dir = _target.transform.position.x >= transform.position.x ? 1 : -1;
+ currentDirection = (DIRECTION)dir;
+ if (animator != null) animator.currentDirection = currentDirection;
+ newDir = Vector3.RotateTowards(transform.forward, Vector3.forward * dir, rotationSpeed * Time.deltaTime, 0.0f);
+ transform.rotation = Quaternion.LookRotation(newDir);
+ }
+ }
+
+ //randomizes values
+ public void SetRandomValues(){
+ walkSpeed *= Random.Range(.8f, 1.2f);
+ walkBackwardSpeed *= Random.Range(.8f, 1.2f);
+ attackInterval *= Random.Range(.7f, 1.5f);
+ KnockdownTimeout *= Random.Range(.7f, 1.5f);
+ KnockdownUpForce *= Random.Range(.8f, 1.2f);
+ KnockbackForce *= Random.Range(.7f, 1.5f);
+ }
+
+ //destroy event
+ public void DestroyUnit(){
+ if(OnUnitDestroy != null) OnUnitDestroy(gameObject);
+ }
+
+ //returns a random name
+ string GetRandomName(){
+ if(enemyNamesList == null) {
+ Debug.Log("no list of names was found, please create 'EnemyNames.txt' that contains a list of enemy names and put it in the 'Resources' folder.");
+ return "";
+ }
+
+ //convert the lines of the txt file to an array
+ string data = enemyNamesList.ToString();
+ string cReturns = System.Environment.NewLine + "\n" + "\r";
+ string[] lines = data.Split(cReturns.ToCharArray());
+
+ //pick a random name from the list
+ string name = "";
+ int cnt = 0;
+ while(name.Length == 0 && cnt < 100) {
+ int rand = Random.Range(0, lines.Length);
+ name = lines[rand];
+ cnt += 1;
+ }
+ return name;
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyActions.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyActions.cs.meta
new file mode 100644
index 0000000..111c903
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyActions.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: e752fa395d0191643b721cf0bc2441d4
+timeCreated: 1502555881
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyManager.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyManager.cs
new file mode 100644
index 0000000..daba3e9
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyManager.cs
@@ -0,0 +1,84 @@
+using UnityEngine;
+using System.Collections.Generic;
+
+public static class EnemyManager {
+
+ public static List enemyList = new List(); //the total list of enemies in the current level
+ public static List enemiesAttackingPlayer = new List(); //a list of enemies that are currently attacking
+ public static List activeEnemies = new List(); //a list of enemies that are currently active
+
+ //Removes an enemy from the enemy list
+ public static void RemoveEnemyFromList( GameObject g ){
+ enemyList.Remove(g);
+ SetEnemyTactics();
+ }
+
+
+ //Sets the tactics for each enemy in the current wave
+ public static void SetEnemyTactics(){
+ getActiveEnemies();
+ if(activeEnemies.Count > 0){
+ for(int i=0; i().SetEnemyTactic(ENEMYTACTIC.ENGAGE);
+ } else {
+ activeEnemies[i].GetComponent().SetEnemyTactic(ENEMYTACTIC.KEEPMEDIUMDISTANCE);
+ }
+ }
+ }
+ }
+
+ //Force all enemies to use a certain tactic
+ public static void ForceEnemyTactic(ENEMYTACTIC tactic){
+ getActiveEnemies();
+ if(activeEnemies.Count > 0){
+ for(int i=0; i().SetEnemyTactic(tactic);
+ }
+ }
+ }
+
+ //Disables all enemy AI's
+ public static void DisableAllEnemyAIs(){
+ getActiveEnemies();
+ if(activeEnemies.Count > 0){
+ for(int i=0; i ().enableAI = false;
+ }
+ }
+ }
+
+ //Returns a list of enemies that are currently active
+ public static void getActiveEnemies(){
+ activeEnemies.Clear();
+ foreach(GameObject enemy in enemyList){
+ if(enemy != null && enemy.activeSelf)activeEnemies.Add(enemy);
+ }
+ }
+
+ //Player has died
+ public static void PlayerHasDied(){
+ DisableAllEnemyAIs();
+ enemyList.Clear();
+ }
+
+ //Returns the maximum number of enemies that can attack the player at once (Tools/GameSettings)
+ static int MaxEnemyAttacking(){
+ EnemyWaveSystem EWS = GameObject.FindObjectOfType();
+ if(EWS != null) return EWS.MaxAttackers;
+ return 3;
+ }
+
+ //Set an enemy to agressive state
+ public static void setAgressive(GameObject enemy){
+ enemy.GetComponent().SetEnemyTactic(ENEMYTACTIC.ENGAGE);
+
+ //set another enemy to passive state
+ foreach(GameObject e in activeEnemies){
+ if (e != enemy) {
+ e.GetComponent().SetEnemyTactic (ENEMYTACTIC.KEEPMEDIUMDISTANCE);
+ return;
+ }
+ }
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyManager.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyManager.cs.meta
new file mode 100644
index 0000000..113f365
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyManager.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 6660d4bd4ecfc514cb568e8151db98cd
+timeCreated: 1470379207
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyWave.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyWave.cs
new file mode 100644
index 0000000..38063cd
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyWave.cs
@@ -0,0 +1,20 @@
+using UnityEngine;
+using System.Collections.Generic;
+
+[System.Serializable]
+public class EnemyWave {
+
+ public string WaveName = "Wave";
+ public BoxCollider AreaCollider; //a collider that keeps the player from leaving an area
+ public List EnemyList = new List ();
+
+ public bool waveComplete() {
+ return EnemyList.Count == 0;
+ }
+
+ public void RemoveEnemyFromWave(GameObject g) {
+ if (EnemyList.Contains(g)) {
+ EnemyList.Remove(g);
+ }
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyWave.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyWave.cs.meta
new file mode 100644
index 0000000..bfa6d3a
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyWave.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: f265b1af2c730b54289d8aa11db250f8
+timeCreated: 1473016897
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyWaveSystem.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyWaveSystem.cs
new file mode 100644
index 0000000..0c2fb45
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyWaveSystem.cs
@@ -0,0 +1,177 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.SceneManagement;
+
+public class EnemyWaveSystem : MonoBehaviour {
+
+ public int MaxAttackers = 3; //the maximum number of enemies that can attack the player simultaneously
+
+ [Header ("List of enemy Waves")]
+ public EnemyWave[] EnemyWaves;
+ public int currentWave;
+
+ [Header ("Slow Motion Settings")]
+ public bool activateSlowMotionOnLastHit;
+ public float effectDuration = 1.5f;
+
+ [Header ("Load level On Finish")]
+ public bool loadNewLevel;
+ public string levelName;
+
+ void OnEnable(){
+ EnemyActions.OnUnitDestroy += onUnitDestroy;
+ }
+
+ void OnDisable(){
+ EnemyActions.OnUnitDestroy -= onUnitDestroy;
+ }
+
+ void Awake(){
+ if (enabled) DisableAllEnemies();
+ }
+
+ void Start(){
+ currentWave = 0;
+ UpdateAreaColliders();
+ StartNewWave();
+ }
+
+ //Disable all the enemies
+ void DisableAllEnemies(){
+ foreach(EnemyWave wave in EnemyWaves){
+ for(int i=0; i();
+ if (hp != null) hp.DeActivateHandPointer ();
+
+ //activate enemies
+ foreach (GameObject g in EnemyWaves[currentWave].EnemyList) {
+ if(g!=null) g.SetActive (true);
+ }
+ Invoke("SetEnemyTactics", .1f);
+ }
+
+ //Update Area Colliders
+ void UpdateAreaColliders(){
+
+ //switch current area collider to a trigger
+ if (currentWave > 0) {
+ BoxCollider areaCollider = EnemyWaves [currentWave - 1].AreaCollider;
+ if (areaCollider != null) {
+ areaCollider.enabled = true;
+ areaCollider.isTrigger = true;
+ AreaColliderTrigger act = areaCollider.gameObject.AddComponent ();
+ act.EnemyWaveSystem = this;
+ }
+ }
+
+ //set next collider as camera area restrictor
+ if(EnemyWaves[currentWave].AreaCollider != null) {
+ EnemyWaves[currentWave].AreaCollider.gameObject.SetActive(true);
+ }
+
+ CameraFollow cf = GameObject.FindObjectOfType();
+ if (cf != null) cf.CurrentAreaCollider = EnemyWaves [currentWave].AreaCollider;
+
+ //show UI hand pointer
+ HandPointer hp = GameObject.FindObjectOfType();
+ if (hp != null) hp.ActivateHandPointer ();
+ }
+
+ //An enemy has been destroyed
+ void onUnitDestroy( GameObject g){
+ if(EnemyWaves.Length > currentWave){
+ EnemyWaves[currentWave].RemoveEnemyFromWave(g);
+ if(EnemyWaves[currentWave].waveComplete()){
+ currentWave += 1;
+ if(!allWavesCompleted()){
+ UpdateAreaColliders();
+ } else{
+ StartCoroutine (LevelComplete());
+ }
+ }
+ }
+ }
+
+ //True if all the waves are completed
+ bool allWavesCompleted(){
+ int waveCount = EnemyWaves.Length;
+ int waveFinished = 0;
+
+ for(int i=0; i();
+ if (cmd != null) {
+ cmd.StartSlowMotionDelay (effectDuration);
+ yield return new WaitForSeconds (effectDuration);
+ }
+ }
+
+ //Timeout before continuing
+ yield return new WaitForSeconds (1f);
+
+ //Fade to black
+ UIManager UI = GameObject.FindObjectOfType();
+ if (UI != null) {
+ UI.UI_fader.Fade (UIFader.FADE.FadeOut, 2f, 0);
+ yield return new WaitForSeconds (2f);
+ }
+
+ //Disable players
+ GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
+ foreach (GameObject p in players) {
+ Destroy(p);
+ }
+
+ //Go to next level or show GAMEOVER screen
+ if (loadNewLevel) {
+ if (levelName != "")
+ SceneManager.LoadScene (levelName);
+
+ } else {
+
+ //Show game over screen
+ if (UI != null) {
+ UI.DisableAllScreens ();
+ UI.ShowMenu ("LevelComplete");
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyWaveSystem.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyWaveSystem.cs.meta
new file mode 100644
index 0000000..009e5a6
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyWaveSystem.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 4de3c7afc6b29f344980459d47fb7f76
+timeCreated: 1473017367
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/SpawnItemOnDestroy.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/SpawnItemOnDestroy.cs
new file mode 100644
index 0000000..86d252e
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/SpawnItemOnDestroy.cs
@@ -0,0 +1,41 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class SpawnItemOnDestroy : MonoBehaviour {
+
+ public GameObject itemToSpawn;
+
+ #if UNITY_EDITOR
+ [HelpAttribute("The position offset where this object will spawn in relation to this character's position.", UnityEditor.MessageType.Info)]
+ #endif
+
+ [Space(15f)]
+
+ public Vector3 SpawnOffset = new Vector3(0f, 1.5f, 0f);
+ [Space(15f)]
+
+ #if UNITY_EDITOR
+ [HelpAttribute("The power at which this object is moved up before falling down", UnityEditor.MessageType.Info)]
+ #endif
+
+ public float spawnUpForce = 5f;
+
+ public void Death(){
+ if(!itemToSpawn) return;
+ StartCoroutine(spawnItem());
+ }
+
+ IEnumerator spawnItem(){
+
+ //spawn an item
+ GameObject item = GameObject.Instantiate(itemToSpawn) as GameObject;
+ item.transform.position = transform.position + SpawnOffset;
+
+ yield return new WaitForFixedUpdate();
+
+ //add an up force to this item
+ Rigidbody rb = item.GetComponent();
+ if(rb) rb.velocity = new Vector3(0, spawnUpForce, 0);
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/SpawnItemOnDestroy.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/SpawnItemOnDestroy.cs.meta
new file mode 100644
index 0000000..5766bf5
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/SpawnItemOnDestroy.cs.meta
@@ -0,0 +1,13 @@
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+guid: 136e3b043def6c243ab54804f6d008c2
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+licenseType: Store
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+ externalObjects: {}
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Global.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Global.meta
new file mode 100644
index 0000000..232e244
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Global.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: ef02ad9bb5921784393e832d42d21145
+folderAsset: yes
+timeCreated: 1507813963
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Global/GlobalGameSettings.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Global/GlobalGameSettings.cs
new file mode 100644
index 0000000..289e3de
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Global/GlobalGameSettings.cs
@@ -0,0 +1,8 @@
+using UnityEngine;
+using System.Collections.Generic;
+
+public static class GlobalGameSettings {
+ public static GameObject Player1Prefab;
+ public static List LevelData = new List();
+ public static int currentLevelId = 0;
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Global/GlobalGameSettings.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Global/GlobalGameSettings.cs.meta
new file mode 100644
index 0000000..c840c67
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Global/GlobalGameSettings.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health.meta
new file mode 100644
index 0000000..bd93c04
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 8b6fd1f65dd8c2d4fbd816ba119c4b75
+folderAsset: yes
+timeCreated: 1481965534
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/DamageObject.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/DamageObject.cs
new file mode 100644
index 0000000..e5d4922
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/DamageObject.cs
@@ -0,0 +1,36 @@
+using UnityEngine;
+
+[System.Serializable]
+public class DamageObject {
+
+ public string animTrigger = "";
+ public int damage;
+ public float duration = 1f;
+ public float comboResetTime = .5f;
+ public float forwardForce = 0f;
+ public float knockBackForce = 0f;
+ public string hitSFX = "";
+ public bool knockDown;
+ public bool slowMotionEffect;
+ public bool DefenceOverride;
+ [HideInInspector]
+ public bool isGroundAttack;
+ [HideInInspector]
+ public AnimationClip animationClip;
+ [HideInInspector]
+ public float animationSpeed = 1f;
+
+ [Header ("Hit Collider Settings")]
+ public float CollSize;
+ public float collDistance;
+ public float collHeight;
+ public float hitTime;
+
+ [HideInInspector]
+ public GameObject inflictor;
+
+ public DamageObject(int _damage, GameObject _inflictor){
+ damage = _damage;
+ inflictor = _inflictor;
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/DamageObject.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/DamageObject.cs.meta
new file mode 100644
index 0000000..6ac9a30
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/DamageObject.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 7f2b92c8b839daa46a4845ad7d643899
+timeCreated: 1470516312
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
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+ userData:
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/HealthSystem.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/HealthSystem.cs
new file mode 100644
index 0000000..2b0cf19
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/HealthSystem.cs
@@ -0,0 +1,55 @@
+using UnityEngine;
+
+public class HealthSystem : MonoBehaviour {
+
+ [Header("Health Settings")]
+ public int MaxHp = 20;
+ public int CurrentHp = 20;
+ public bool invulnerable;
+
+ #if UNITY_EDITOR
+ [HelpAttribute("Change these settings if you want to change the player portrait or player name in the healthbar located in the upperleft corner of the screen.", UnityEditor.MessageType.Info)]
+ #endif
+
+ [Header("Healthbar Settings")]
+ public Sprite HUDPortrait;
+ public string PlayerName;
+
+ public delegate void OnHealthChange(float percentage, GameObject GO);
+ public static event OnHealthChange onHealthChange;
+
+ void Start(){
+ SendHealthUpdateEvent();
+ }
+
+ //substract health
+ public void SubstractHealth(int damage){
+ if(!invulnerable){
+
+ //reduce hp
+ CurrentHp = Mathf.Clamp(CurrentHp -= damage, 0, MaxHp);
+
+ //Health reaches 0
+ if (isDead()) gameObject.SendMessage("Death", SendMessageOptions.DontRequireReceiver);
+ }
+
+ SendHealthUpdateEvent();
+ }
+
+ //add health
+ public void AddHealth(int amount){
+ CurrentHp = Mathf.Clamp(CurrentHp += amount, 0, MaxHp);
+ SendHealthUpdateEvent();
+ }
+
+ //health update event
+ void SendHealthUpdateEvent(){
+ float CurrentHealthPercentage = 1f/MaxHp * CurrentHp;
+ if(onHealthChange != null) onHealthChange(CurrentHealthPercentage, gameObject);
+ }
+
+ //death
+ bool isDead(){
+ return CurrentHp == 0;
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/HealthSystem.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/HealthSystem.cs.meta
new file mode 100644
index 0000000..cc689de
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/HealthSystem.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 9b93609eb4825f64cb89f74fdc2f8df7
+timeCreated: 1470249501
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/IDamagable.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/IDamagable.cs
new file mode 100644
index 0000000..e53d3fe
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/IDamagable.cs
@@ -0,0 +1,7 @@
+//Interface for all damagable objects
+public interface IDamagable {
+
+ void Hit(DamageObject DO);
+
+ }
+
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/IDamagable.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/IDamagable.cs.meta
new file mode 100644
index 0000000..ecd492e
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Health/IDamagable.cs.meta
@@ -0,0 +1,12 @@
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+guid: 37efb58ac3b52ed458568bb2489e8c42
+timeCreated: 1475004512
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Input.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Input.meta
new file mode 100644
index 0000000..9f2eeea
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Input.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: f80956ae32cf80c4ea20f3f24d3d3c5d
+folderAsset: yes
+timeCreated: 1481966334
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Input/InputManager.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Input/InputManager.cs
new file mode 100644
index 0000000..43a7c77
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Input/InputManager.cs
@@ -0,0 +1,225 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+public class InputManager : MonoBehaviour {
+
+ [Header("Input Type")]
+ public INPUTTYPE inputType;
+ public List keyBoardControls = new List(); // a list of keyboard control input
+ public List joypadControls = new List(); // a list of joypad control input
+
+ [Header("Double Tap Settings")]
+ public float doubleTapSpeed = .3f;
+ private float lastInputTime = 0f;
+ private string lastInputAction = "";
+
+ //delegates
+ public delegate void DirectionInputEventHandler(Vector2 dir, bool doubleTapActive);
+ public static event DirectionInputEventHandler onDirectionInputEvent;
+ public delegate void InputEventHandler(string action, BUTTONSTATE buttonState);
+ public static event InputEventHandler onInputEvent;
+
+ [Space(15)]
+ public static bool defendKeyDown;
+ private float doubleTapTime;
+
+ void Start(){
+
+ //automatically enable touch controls on IOS or android
+ #if UNITY_IOS || UNITY_ANDROID
+ inputType = INPUTTYPE.TOUCHSCREEN;
+ #endif
+ }
+
+ public static void DirectionEvent(Vector2 dir, bool doubleTapActive){
+ if( onDirectionInputEvent != null) onDirectionInputEvent(dir, doubleTapActive);
+ }
+
+ void Update(){
+
+ //use keyboard
+ if (inputType == INPUTTYPE.KEYBOARD) KeyboardControls();
+
+ //use joypad
+ if (inputType == INPUTTYPE.JOYPAD) JoyPadControls();
+
+ }
+
+ void KeyboardControls(){
+ float x = 0;
+ float y = 0;
+ bool doubleTapState = false;
+
+ foreach(InputControl inputControl in keyBoardControls){
+ if(onInputEvent == null) return;
+
+ //on keyboard key down
+ if(Input.GetKeyDown(inputControl.key)){
+ doubleTapState = DetectDoubleTap(inputControl.Action);
+ onInputEvent(inputControl.Action, BUTTONSTATE.PRESS);
+ }
+
+ //on keyboard key up
+ if(Input.GetKeyUp(inputControl.key)){
+ onInputEvent(inputControl.Action, BUTTONSTATE.RELEASE);
+ }
+
+ //convert keyboard direction keys to x,y values (every frame)
+ if(Input.GetKey(inputControl.key)){
+ if(inputControl.Action == "Left") x = -1f;
+ else if(inputControl.Action == "Right") x = 1f;
+ else if(inputControl.Action == "Up") y = 1;
+ else if(inputControl.Action == "Down") y = -1;
+ }
+
+ //defend key exception (checks the defend state every frame)
+ if(inputControl.Action == "Defend") defendKeyDown = Input.GetKey(inputControl.key);
+ }
+
+ //send a direction event
+ DirectionEvent(new Vector2(x,y), doubleTapState);
+ }
+
+ void JoyPadControls(){
+ if(onInputEvent == null) return;
+
+ //on Joypad button press
+ foreach(InputControl inputControl in joypadControls){
+ if(Input.GetKeyDown(inputControl.key)) onInputEvent(inputControl.Action,BUTTONSTATE.PRESS);
+
+ //defend key exception (checks the defend state every frame)
+ if(inputControl.Action == "Defend") defendKeyDown = Input.GetKey(inputControl.key);
+ }
+
+ //get Joypad direction axis
+ float x = Input.GetAxis("Joypad Left-Right");
+ float y = Input.GetAxis("Joypad Up-Down");
+
+ //send a direction event
+ DirectionEvent(new Vector2(x,y).normalized, false);
+ }
+
+ //this function is called when a touch screen button is pressed
+ public void OnTouchScreenInputEvent(string action, BUTTONSTATE buttonState){
+ onInputEvent(action, buttonState);
+
+ //defend exception
+ if(action == "Defend") defendKeyDown = (buttonState == BUTTONSTATE.PRESS);
+ }
+
+ //this function is used for the touch screen thumb-stick
+ public void OnTouchScreenJoystickEvent(Vector2 joystickDir){
+ DirectionEvent(joystickDir.normalized, false);
+ }
+
+ //returns true if a key double tap is detected
+ bool DetectDoubleTap(string action){
+ bool doubleTapDetected = ((Time.time - lastInputTime < doubleTapSpeed) && (lastInputAction == action));
+ lastInputAction = action;
+ lastInputTime = Time.time;
+ return doubleTapDetected;
+ }
+}
+
+//---------------
+// ENUMS
+//---------------
+[System.Serializable]
+public class InputControl {
+ public string Action;
+ public INPUTTYPE inputType;
+ public KeyCode key;
+}
+
+public enum INPUTTYPE {
+ KEYBOARD = 0,
+ JOYPAD = 5,
+ TOUCHSCREEN = 10,
+}
+
+public enum BUTTONSTATE {
+ PRESS = 0,
+ RELEASE = 5,
+ HOLD = 10,
+}
+
+//-------------
+// EDITOR SCRIPT
+//-------------
+#if UNITY_EDITOR
+[CustomEditor(typeof(InputManager))]
+public class InputManagerEditor : Editor {
+
+ public override void OnInspectorGUI(){
+ InputManager inputManager = (InputManager)target;
+ EditorGUIUtility.labelWidth = 120;
+ EditorGUIUtility.fieldWidth = 100;
+
+ //input type
+ GUILayout.Space(10);
+ EditorGUILayout.LabelField("Input Type", EditorStyles.boldLabel);
+ inputManager.inputType = (INPUTTYPE)EditorGUILayout.EnumPopup("Input Type:", inputManager.inputType);
+ GUILayout.Space(15);
+
+ //keyboard controls
+ if(inputManager.inputType == INPUTTYPE.KEYBOARD) {
+ EditorGUILayout.LabelField("Keyboard Keys", EditorStyles.boldLabel);
+ foreach(InputControl inputControl in inputManager.keyBoardControls){
+ GUILayout.BeginHorizontal();
+ inputControl.Action = EditorGUILayout.TextField("Action:", inputControl.Action);
+ inputControl.key = (KeyCode)EditorGUILayout.EnumPopup("Key:", inputControl.key, GUILayout.Width(350));
+ GUILayout.EndHorizontal();
+ }
+ }
+
+ //joypad controls
+ if(inputManager.inputType == INPUTTYPE.JOYPAD){
+ EditorGUILayout.LabelField("Joypad Keys", EditorStyles.boldLabel);
+ EditorGUILayout.LabelField("* The direction keys are mapped onto the joypad thumbstick.");
+
+ foreach(InputControl inputControl in inputManager.joypadControls){
+ GUILayout.BeginHorizontal();
+ inputControl.Action = EditorGUILayout.TextField("Action:", inputControl.Action);
+ inputControl.key = (KeyCode)EditorGUILayout.EnumPopup("Key:", inputControl.key, GUILayout.Width(350));
+ GUILayout.EndHorizontal();
+ }
+ }
+
+ //touch Screen controls
+ if(inputManager.inputType == INPUTTYPE.TOUCHSCREEN){
+ EditorGUILayout.LabelField("* You can edit the touchscreen buttons in the 'UI' prefab in the project folder.");
+ EditorGUILayout.LabelField(" Inside the prefab go to: UI/Canvas/TouchScreenControls");
+ }
+ GUILayout.Space(15);
+
+ if(inputManager.inputType == INPUTTYPE.KEYBOARD || inputManager.inputType == INPUTTYPE.JOYPAD){
+ GUILayout.BeginHorizontal();
+
+ //button: add a new action
+ if(GUILayout.Button("Add Input Action", GUILayout.Width(130), GUILayout.Height(25))){
+ if(inputManager.inputType == INPUTTYPE.KEYBOARD) inputManager.keyBoardControls.Add(new InputControl());
+ if(inputManager.inputType == INPUTTYPE.JOYPAD) inputManager.joypadControls.Add(new InputControl());
+ }
+
+ //button: delete last action
+ bool showDeleteButton = (inputManager.inputType == INPUTTYPE.KEYBOARD && inputManager.keyBoardControls.Count>0) || (inputManager.inputType == INPUTTYPE.JOYPAD && inputManager.joypadControls.Count>0) ? true : false;
+ if(showDeleteButton && GUILayout.Button ("Delete Input Action", GUILayout.Width(130), GUILayout.Height(25))){
+ if(inputManager.inputType == INPUTTYPE.KEYBOARD && inputManager.keyBoardControls.Count>0) inputManager.keyBoardControls.RemoveAt(inputManager.keyBoardControls.Count-1);
+ if(inputManager.inputType == INPUTTYPE.JOYPAD && inputManager.joypadControls.Count>0) inputManager.joypadControls.RemoveAt(inputManager.joypadControls.Count-1);
+ }
+
+ GUILayout.EndHorizontal();
+ GUILayout.Space(15);
+ }
+
+ //double tap settings
+ EditorGUILayout.LabelField("Double Tap Settings", EditorStyles.boldLabel);
+ inputManager.doubleTapSpeed = EditorGUILayout.FloatField("Double Tap Speed:", inputManager.doubleTapSpeed);
+ EditorUtility.SetDirty (inputManager);
+ }
+}
+#endif
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Input/InputManager.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Input/InputManager.cs.meta
new file mode 100644
index 0000000..a46ff0c
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+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Input/InputManager.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items.meta
new file mode 100644
index 0000000..1e66696
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items.meta
@@ -0,0 +1,9 @@
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/Baseclass.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/Baseclass.meta
new file mode 100644
index 0000000..056b67c
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/Baseclass.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 020da488d48d2fd49be4ceb0b64b3b06
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+ userData:
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+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/Baseclass/ProjectileSpawnPos.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/Baseclass/ProjectileSpawnPos.cs
new file mode 100644
index 0000000..5df751d
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/Baseclass/ProjectileSpawnPos.cs
@@ -0,0 +1,4 @@
+using UnityEngine;
+
+public class ProjectileSpawnPos : MonoBehaviour {
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/Baseclass/ProjectileSpawnPos.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/Baseclass/ProjectileSpawnPos.cs.meta
new file mode 100644
index 0000000..1844a64
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/Baseclass/ProjectileSpawnPos.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/Baseclass/Weapon.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/Baseclass/Weapon.cs
new file mode 100644
index 0000000..6dc9046
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/Baseclass/Weapon.cs
@@ -0,0 +1,41 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+[System.Serializable]
+public class Weapon {
+
+ public string weaponName;
+ public GameObject playerHandPrefab;
+ public GameObject WeaponEndState; // a gameobject that visually represent the end state of this weapon (e.g. a broken club, or empty gun)
+ public int timesToUse = 1;
+ public DEGENERATETYPE degenerateType; //select if this weapon degenerates on use or on hit (e.g. a gun degenerates on use, a club degenerates on hit)
+
+ public DamageObject damageObject;
+ [Header("Sound Effects")]
+ public string useSound = "";
+ public string breakSound = "";
+
+ public void useWeapon(){
+ timesToUse = Mathf.Clamp(timesToUse-1, 0, 1000);
+ }
+
+ public void onHitSomething(){
+ if(degenerateType == DEGENERATETYPE.DEGENERATEONHIT) useWeapon();
+
+ //play break sfx on last hit
+ if(timesToUse == 1) damageObject.hitSFX = breakSound;
+ }
+
+ public void BreakWeapon(){
+ if(WeaponEndState) {
+ GameObject g = GameObject.Instantiate(WeaponEndState) as GameObject;
+ g.transform.position = playerHandPrefab.transform.position;
+ }
+ }
+}
+
+public enum DEGENERATETYPE {
+ DEGENERATEONUSE,
+ DEGENERATEONHIT,
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/Baseclass/Weapon.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/Baseclass/Weapon.cs.meta
new file mode 100644
index 0000000..715b691
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/Baseclass/Weapon.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: b54986dc5a28e4d4dad6e6cbd56402bb
+timeCreated: 1507915289
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/HealthPickup.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/HealthPickup.cs
new file mode 100644
index 0000000..a7dbe00
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/HealthPickup.cs
@@ -0,0 +1,64 @@
+using UnityEngine;
+
+[RequireComponent(typeof(Rigidbody))]
+public class HealthPickup : MonoBehaviour {
+
+ public int RestoreHP = 1;
+ public string pickupSFX = "";
+ public GameObject pickupEffect;
+ public float pickUpRange = 1;
+ private GameObject[] Players;
+
+ void Start(){
+ Players = GameObject.FindGameObjectsWithTag("Player");
+ }
+
+ void LateUpdate(){
+ foreach(GameObject player in Players) {
+ if(player) {
+ float distanceToPlayer = Vector3.Distance(player.transform.position, transform.position);
+
+ //player is in pickup range
+ if(distanceToPlayer < pickUpRange)
+ AddHealthToPlayer(player);
+ }
+ }
+ }
+
+ //add health to player
+ void AddHealthToPlayer(GameObject player){
+ HealthSystem healthSystem = player.GetComponent ();
+
+ if (healthSystem != null) {
+
+ //restore hp to unit
+ healthSystem.AddHealth(RestoreHP);
+
+ } else {
+ Debug.Log("no health system found on GameObject '" + player.gameObject.name + "'.");
+ }
+
+ //show pickup effect
+ if (pickupEffect != null) {
+ GameObject effect = GameObject.Instantiate (pickupEffect);
+ effect.transform.position = transform.position;
+ }
+
+ //play sfx
+ if (pickupSFX != "") {
+ GlobalAudioPlayer.PlaySFXAtPosition (pickupSFX, transform.position);
+ }
+
+ Destroy(gameObject);
+ }
+
+ #if UNITY_EDITOR
+ void OnDrawGizmos(){
+
+ //Show pickup range
+ Gizmos.color = Color.green;
+ Gizmos.DrawWireSphere (transform.position, pickUpRange);
+
+ }
+ #endif
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/HealthPickup.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/HealthPickup.cs.meta
new file mode 100644
index 0000000..f4dfd27
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/HealthPickup.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 66b2aab7a8220904cbc844a903df2647
+timeCreated: 1500971277
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/WeaponPickup.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/WeaponPickup.cs
new file mode 100644
index 0000000..31a6209
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/WeaponPickup.cs
@@ -0,0 +1,75 @@
+using UnityEngine;
+
+public class WeaponPickup : MonoBehaviour {
+
+ [Header("Weapon Settings")]
+ public Weapon weapon;
+
+ [Header("Pickup Settings")]
+ public string SFX = "";
+ public GameObject pickupEffect;
+ public float pickUpRange = 1;
+
+ private GameObject[] Players;
+ private GameObject playerinRange;
+
+ void Start(){
+ Players = GameObject.FindGameObjectsWithTag("Player");
+ }
+
+ //Checks if this item is in pickup range
+ void LateUpdate(){
+ foreach(GameObject player in Players) {
+ if(player) {
+ float distanceToPlayer = Vector3.Distance(player.transform.position, transform.position);
+
+ //item in pickup range
+ if(distanceToPlayer < pickUpRange && playerinRange == null) {
+ playerinRange = player;
+ player.SendMessage("ItemInRange", gameObject, SendMessageOptions.DontRequireReceiver);
+ return;
+
+ }
+
+ //item out of pickup range
+ if(distanceToPlayer > pickUpRange && playerinRange != null) {
+ player.SendMessage("ItemOutOfRange", gameObject, SendMessageOptions.DontRequireReceiver);
+ playerinRange = null;
+ }
+ }
+ }
+ }
+
+ //pick up this item
+ public void OnPickup(GameObject player){
+
+ //show pickup effect
+ if (pickupEffect) {
+ GameObject effect = GameObject.Instantiate (pickupEffect);
+ effect.transform.position = transform.position;
+ }
+
+ //play sfx
+ if(SFX != null) GlobalAudioPlayer.PlaySFX(SFX);
+
+ //give weapon to player
+ GiveWeaponToPlayer(player);
+
+ //remove pickup
+ Destroy(gameObject);
+ }
+
+ public void GiveWeaponToPlayer(GameObject player){
+ PlayerCombat pc = player.GetComponent();
+ if(pc) pc.equipWeapon(weapon);
+ }
+
+ #if UNITY_EDITOR
+
+ //Show pickup range
+ void OnDrawGizmos(){
+ Gizmos.color = Color.green;
+ Gizmos.DrawWireSphere (transform.position, pickUpRange);
+ }
+ #endif
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/WeaponPickup.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/WeaponPickup.cs.meta
new file mode 100644
index 0000000..f3af313
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Items/WeaponPickup.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: efddfbdf85d73c5448fed29aaeb0fb52
+timeCreated: 1507905660
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
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+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level.meta
new file mode 100644
index 0000000..51fa401
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 637f0fe767da2604995b8e9231ef619e
+folderAsset: yes
+timeCreated: 1481966325
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/AreaColliderTrigger.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/AreaColliderTrigger.cs
new file mode 100644
index 0000000..472ed75
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/AreaColliderTrigger.cs
@@ -0,0 +1,14 @@
+using UnityEngine;
+
+public class AreaColliderTrigger : MonoBehaviour {
+
+ public EnemyWaveSystem EnemyWaveSystem;
+
+ void OnTriggerEnter(Collider coll){
+ if (coll.CompareTag ("Player")) {
+ if (EnemyWaveSystem != null)
+ EnemyWaveSystem.StartNewWave ();
+ Destroy (gameObject);
+ }
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/AreaColliderTrigger.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/AreaColliderTrigger.cs.meta
new file mode 100644
index 0000000..8b8cb4f
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/AreaColliderTrigger.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 610c326277ff4304cbb38f71af93ce68
+timeCreated: 1502799378
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/KillBox.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/KillBox.cs
new file mode 100644
index 0000000..a44c09e
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/KillBox.cs
@@ -0,0 +1,37 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.SceneManagement;
+
+public class KillBox : MonoBehaviour {
+
+ public bool RestartOnPlayerKill;
+ public bool RestartOnEnemyKill;
+
+ //destroy everything that enters this trigger
+ void OnTriggerEnter(Collider coll){
+
+ //restart level on player kill
+ if(RestartOnPlayerKill && coll.CompareTag("Player")) StartCoroutine(RestartLevel());
+
+ //restart level on enemy kill
+ if(RestartOnEnemyKill && coll.CompareTag("Enemy")) StartCoroutine(RestartLevel());
+
+ //destroy gameobject
+ Destroy (coll.gameObject);
+ }
+
+ //restart level
+ IEnumerator RestartLevel(){
+
+ //fade to black
+ UIManager UI = GameObject.FindObjectOfType();
+ if (UI != null) {
+ float fadeOutTime = 0.7f;
+ UI.UI_fader.Fade (UIFader.FADE.FadeOut, fadeOutTime, 0);
+ yield return new WaitForSeconds (fadeOutTime);
+ }
+
+ //load level
+ SceneManager.LoadScene (SceneManager.GetActiveScene().name);
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/KillBox.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/KillBox.cs.meta
new file mode 100644
index 0000000..2502f8c
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/KillBox.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 24e848784a0653247849cb4a802b10c6
+timeCreated: 1502469134
+licenseType: Store
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+ executionOrder: 0
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/LevelInit.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/LevelInit.cs
new file mode 100644
index 0000000..df0859d
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/LevelInit.cs
@@ -0,0 +1,52 @@
+using UnityEngine;
+
+public class LevelInit : MonoBehaviour {
+
+ [Space(5)]
+ [Header ("Settings")]
+ public string LevelMusic = "Music";
+ public string showMenuAtStart = "";
+ public bool playMusic = true;
+ public bool createInputManager;
+ public bool createUI;
+ public bool createAudioPlayer;
+ public bool createGameCamera;
+ private GameObject audioplayer;
+ private GameSettings settings;
+
+ void Awake() {
+
+ //set settings
+ settings = Resources.Load("GameSettings", typeof(GameSettings)) as GameSettings;
+ if(settings != null){
+ Time.timeScale = settings.timeScale;
+ Application.targetFrameRate = settings.framerate;
+ }
+
+ //create Audio Player
+ if(!GameObject.FindObjectOfType() && createAudioPlayer) audioplayer = GameObject.Instantiate(Resources.Load("AudioPlayer"), Vector3.zero, Quaternion.identity) as GameObject;
+
+ //create InputManager
+ if(!GameObject.FindObjectOfType() && createInputManager) GameObject.Instantiate(Resources.Load("InputManager"), Vector3.zero, Quaternion.identity);
+
+ //create UI
+ if(!GameObject.FindObjectOfType() && createUI) GameObject.Instantiate(Resources.Load("UI"), Vector3.zero, Quaternion.identity);
+
+ //create Game Camera
+ if(!GameObject.FindObjectOfType() && createGameCamera) GameObject.Instantiate(Resources.Load("GameCamera"), Vector3.zero, Quaternion.identity);
+
+ //start music
+ if(playMusic && createAudioPlayer) Invoke("PlayMusic", 1f);
+
+ //open a menu at level start
+ if(!string.IsNullOrEmpty(showMenuAtStart)) ShowMenuAtStart();
+ }
+
+ void PlayMusic() {
+ if(audioplayer != null) audioplayer.GetComponent().playMusic(LevelMusic);
+ }
+
+ void ShowMenuAtStart() {
+ GameObject.FindObjectOfType().ShowMenu(showMenuAtStart);
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/LevelInit.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/LevelInit.cs.meta
new file mode 100644
index 0000000..fa419d9
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/LevelInit.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: dc6aac8fc164e954a9a6c69b786823cc
+timeCreated: 1470344794
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/TilingFloorTrigger.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/TilingFloorTrigger.cs
new file mode 100644
index 0000000..6565a07
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/TilingFloorTrigger.cs
@@ -0,0 +1,12 @@
+using UnityEngine;
+
+public class TilingFloorTrigger : MonoBehaviour {
+
+ public float MoveOffset;
+ public DIRECTION MoveDirection = DIRECTION.Right;
+ public GameObject ObjectToMove;
+
+ void OnTriggerEnter(){
+ if(ObjectToMove) ObjectToMove.transform.position += Vector3.right * MoveOffset * (int)MoveDirection;
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/TilingFloorTrigger.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/TilingFloorTrigger.cs.meta
new file mode 100644
index 0000000..8c5a1b9
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Level/TilingFloorTrigger.cs.meta
@@ -0,0 +1,13 @@
+fileFormatVersion: 2
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+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
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+ icon: {instanceID: 0}
+ userData:
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other.meta
new file mode 100644
index 0000000..3eabb35
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: d1256ba1ddc3fb84c9e7ff06ec7bbe98
+folderAsset: yes
+timeCreated: 1481966290
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/BreakableObject.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/BreakableObject.cs
new file mode 100644
index 0000000..7419ab2
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/BreakableObject.cs
@@ -0,0 +1,59 @@
+using UnityEngine;
+
+[RequireComponent(typeof(Collider))]
+public class BreakableObject : MonoBehaviour, IDamagable {
+
+ public string hitSFX = "";
+
+ [Header ("Gameobject Destroyed")]
+ public GameObject destroyedGO;
+ public bool orientToImpactDir;
+
+ [Header ("Spawn an item")]
+ public GameObject spawnItem;
+ public float spawnChance = 100;
+
+ [Space(10)]
+ public bool destroyOnHit;
+
+ void Start(){
+ gameObject.layer = LayerMask.NameToLayer("DestroyableObject");
+ }
+
+ //this object was Hit
+ public void Hit(DamageObject DO){
+
+ //play hit sfx
+ if (hitSFX != "") {
+ GlobalAudioPlayer.PlaySFXAtPosition (hitSFX, transform.position);
+ }
+
+ //spawn destroyed gameobject version
+ if (destroyedGO != null) {
+ GameObject BrokenGO = GameObject.Instantiate (destroyedGO);
+ BrokenGO.transform.position = transform.position;
+
+ //chance direction based on the impact direction
+ if (orientToImpactDir && DO.inflictor != null) {
+ float dir = Mathf.Sign(DO.inflictor.transform.position.x - transform.position.x);
+ BrokenGO.transform.rotation = Quaternion.LookRotation(Vector3.forward * dir);
+ }
+ }
+
+ //spawn an item
+ if (spawnItem != null) {
+ if (Random.Range (0, 100) < spawnChance) {
+ GameObject item = GameObject.Instantiate (spawnItem);
+ item.transform.position = transform.position;
+
+ //add up force to object
+ item.GetComponent().velocity = Vector3.up * 8f;
+ }
+ }
+
+ //destroy
+ if (destroyOnHit) {
+ Destroy(gameObject);
+ }
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/BreakableObject.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/BreakableObject.cs.meta
new file mode 100644
index 0000000..52939b9
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/BreakableObject.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: c6e6d8e868f887f448c55f7c6a3452f8
+timeCreated: 1500984666
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/FlickerEffect.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/FlickerEffect.cs
new file mode 100644
index 0000000..2e996f0
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/FlickerEffect.cs
@@ -0,0 +1,41 @@
+using UnityEngine;
+using System.Collections;
+
+public class FlickerEffect : MonoBehaviour {
+
+ public float pauzeBeforeStart = 1.3f;
+ public float flickerSpeedStart = 15f;
+ public float flickerSpeedEnd = 35f;
+ public float Duration = 2f;
+ public bool DestroyOnFinish;
+
+ public GameObject[] GFX;
+
+ public void Start () {
+ StartCoroutine(FlickerCoroutine());
+ }
+
+ IEnumerator FlickerCoroutine(){
+
+ //pause before start
+ yield return new WaitForSeconds (pauzeBeforeStart);
+
+ //flicker
+ float t =0;
+ while(t < 1){
+ float speed = Mathf.Lerp (flickerSpeedStart, flickerSpeedEnd, MathUtilities.Coserp(0,1,t));
+ float i = Mathf.Sin(Time.time * speed);
+ foreach(GameObject g in GFX) g.SetActive(i>0);
+ t += Time.deltaTime/Duration;
+ yield return null;
+ }
+
+ //hide
+ foreach(GameObject g in GFX) g.SetActive(false);
+
+ //destroy
+ if (DestroyOnFinish) {
+ Destroy (gameObject);
+ }
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/FlickerEffect.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/FlickerEffect.cs.meta
new file mode 100644
index 0000000..0a47486
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/FlickerEffect.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 465270fbb0be33d4892d62bc47708472
+timeCreated: 1500977234
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/HandPointer.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/HandPointer.cs
new file mode 100644
index 0000000..b3fe829
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/HandPointer.cs
@@ -0,0 +1,47 @@
+using UnityEngine;
+using UnityEngine.UI;
+
+[RequireComponent (typeof(Image))]
+public class HandPointer : MonoBehaviour {
+
+ public Image sprite;
+ public float speed = 0.8f;
+ public float delayBeforeStart = 1;
+ public string sfx = "";
+ public AnimationCurve alphaCurve;
+ public bool HandActive;
+ float t=0;
+ float startTime;
+
+ void Awake(){
+ sprite.enabled = false;
+ }
+
+ void Update(){
+
+ //sprite alpha
+ if (t > 0 && Time.time > startTime) {
+ sprite.enabled = true;
+ t -= Time.deltaTime * speed;
+ sprite.color = new Color (1, 1, 1, alphaCurve.Evaluate (1 - t));
+ } else {
+ sprite.enabled = false;
+ }
+
+ //iterate
+ if (HandActive && t <= 0 && Time.time > startTime) {
+ t = 1;
+ if (sfx != "") GlobalAudioPlayer.PlaySFX (sfx);
+ }
+ }
+
+ public void ActivateHandPointer(){
+ startTime = Time.time + delayBeforeStart;
+ HandActive = true;
+ }
+
+ public void DeActivateHandPointer(){
+ HandActive = false;
+ }
+
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/HandPointer.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/HandPointer.cs.meta
new file mode 100644
index 0000000..c7ace75
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/HandPointer.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 2d2ec9ef3621e1f4a850438d7aea22fc
+timeCreated: 1502815705
+licenseType: Store
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+ serializedVersion: 2
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/MathUtilities.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/MathUtilities.cs
new file mode 100644
index 0000000..5591f10
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/MathUtilities.cs
@@ -0,0 +1,19 @@
+using UnityEngine;
+
+public static class MathUtilities {
+
+ //curve calculation for ease out effect
+ public static float Sinerp(float start, float end, float value) {
+ return Mathf.Lerp(start, end, Mathf.Sin(value * Mathf.PI * 0.5f));
+ }
+
+ //curve calculation for ease in effect
+ public static float Coserp(float start, float end, float value) {
+ return Mathf.Lerp(start, end, 1.0f - Mathf.Cos(value * Mathf.PI * 0.5f));
+ }
+
+ //curve calculation for easing at start + end
+ public static float CoSinLerp(float start, float end, float value) {
+ return Mathf.Lerp(start, end, value * value * (3.0f - 2.0f * value));
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/MathUtilities.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/MathUtilities.cs.meta
new file mode 100644
index 0000000..0a0d2da
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/MathUtilities.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: fe991f8953d0f5e47bd63426779660f5
+timeCreated: 1473196328
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/Projectile.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/Projectile.cs
new file mode 100644
index 0000000..793d685
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/Projectile.cs
@@ -0,0 +1,45 @@
+using UnityEngine;
+using System.Collections;
+
+[RequireComponent (typeof(Rigidbody))]
+[RequireComponent (typeof(Collider))]
+public class Projectile : MonoBehaviour {
+
+ public float speed = 10;
+ public DIRECTION direction;
+ public bool destroyOnHit;
+ public GameObject EffectOnSpawn;
+ private DamageObject damage;
+
+ void Start () {
+ GetComponent().velocity = new Vector2((int)direction * speed, 0);
+ GetComponent().isTrigger = true;
+
+ //turn projectile to travel direction
+ transform.rotation = Quaternion.Euler(0f, (direction == DIRECTION.Right? 180 : 0), 0f);
+
+ //show an effect when this projectile is spawned
+ if(EffectOnSpawn) {
+ GameObject effect = GameObject.Instantiate(EffectOnSpawn) as GameObject;
+ effect.transform.position = transform.position;
+ }
+ }
+
+ //tell the player that an item is in range
+ void OnTriggerEnter(Collider coll) {
+ if(coll.CompareTag("Enemy")) {
+
+ //hit a damagable object
+ IDamagable damagableObject = coll.GetComponent(typeof(IDamagable)) as IDamagable;
+ if(damagableObject != null) {
+ damagableObject.Hit(damage);
+ if(destroyOnHit) Destroy(gameObject);
+ }
+ }
+ }
+
+ //sets the damage of this projectile
+ public void SetDamage(DamageObject d){
+ damage = d;
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/Projectile.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/Projectile.cs.meta
new file mode 100644
index 0000000..68ef20f
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/Projectile.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 723dd16cfdfd04740a45177828d2936b
+timeCreated: 1507905969
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/SimpleBlobShadow.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/SimpleBlobShadow.cs
new file mode 100644
index 0000000..933bc12
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/SimpleBlobShadow.cs
@@ -0,0 +1,61 @@
+using System.Collections;
+using UnityEngine;
+
+//A simple blobshadow script that rotates and scales based upon the surface normal and distance.
+//My aim was to have a cheap solution that runs flawless on mobile cpu's. If you have more cpu power at your disposal i recommend replacing this with a unity projector or a directional light with shadow casting for more accurate results.
+public class SimpleBlobShadow : MonoBehaviour {
+
+ public Transform FollowBone;
+ public float BlobShadowSize = 1;
+ public float DistanceScale = 2f; //the size multiplier of the blobshadow relative to the distance from the floor
+ public float Yoffset = 0; //the offset of the blobshadow
+ public LayerMask GroundLayerMask;
+ public bool followTerrainRotation = true;
+ private float rayDist = 10f; //raycast distance
+
+ void Update(){
+ if (FollowBone != null) {
+
+ //raycast down
+ RaycastHit hit;
+ if (Physics.Raycast (FollowBone.transform.position, Vector3.down * rayDist, out hit, rayDist, GroundLayerMask)) {
+
+ //show blobshadow if we've hit something
+ GetComponent().enabled = true;
+
+ //set position
+ setPosition (hit);
+
+ //set scale
+ setScale(FollowBone.transform.position.y - hit.point.y);
+
+ //set blobshadow rotation to hit normal
+ if (followTerrainRotation) {
+ setRotation(hit.normal);
+ }
+
+ } else {
+
+ //hide blobshadow
+ GetComponent().enabled = false;
+ }
+ }
+ }
+
+ //set shadow position
+ void setPosition(RaycastHit hit){
+ transform.position = hit.point + Vector3.up * Yoffset;
+ }
+
+ //set shadow rotation to floor angle
+ void setRotation(Vector3 normal){
+ transform.rotation = Quaternion.FromToRotation(Vector3.up, normal);
+ }
+
+ //set the scale of the blobshadow
+ void setScale(float floorDistance){
+ float scaleMultiplier = floorDistance / DistanceScale;
+ float size = BlobShadowSize + scaleMultiplier;
+ transform.localScale = new Vector3 (size, size, size);
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/SimpleBlobShadow.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/SimpleBlobShadow.cs.meta
new file mode 100644
index 0000000..fcaa7ae
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/SimpleBlobShadow.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 28e08a32c1d361e4daa2d27e5fddd9c5
+timeCreated: 1499466327
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/StateMachineFunctions.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/StateMachineFunctions.cs
new file mode 100644
index 0000000..433153b
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/StateMachineFunctions.cs
@@ -0,0 +1,11 @@
+using UnityEngine;
+
+public class StateMachineFunctions : StateMachineBehaviour {
+
+ public bool NotifyAnimatorOnFinish;
+
+ //notify on animation finish
+ override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
+ if(NotifyAnimatorOnFinish) animator.gameObject.SendMessage ("Ready", SendMessageOptions.DontRequireReceiver);
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/StateMachineFunctions.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/StateMachineFunctions.cs.meta
new file mode 100644
index 0000000..06622a7
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/StateMachineFunctions.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 166f176bc10f9594b87c07bdcc65f278
+timeCreated: 1502890737
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/TimeToLive.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/TimeToLive.cs
new file mode 100644
index 0000000..740d117
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/TimeToLive.cs
@@ -0,0 +1,14 @@
+using UnityEngine;
+
+public class TimeToLive : MonoBehaviour {
+
+ public float LifeTime = 1;
+
+ void Start(){
+ Invoke("DestroyGO", LifeTime);
+ }
+
+ void DestroyGO(){
+ Destroy(gameObject);
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/TimeToLive.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/TimeToLive.cs.meta
new file mode 100644
index 0000000..d14e4b9
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/TimeToLive.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: d6ce95a39b3125644986bd65106dd1d5
+timeCreated: 1470562109
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/TrainingDummy.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/TrainingDummy.cs
new file mode 100644
index 0000000..a7c8876
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/TrainingDummy.cs
@@ -0,0 +1,43 @@
+using UnityEngine;
+
+[RequireComponent(typeof(Collider))]
+[RequireComponent(typeof(Rigidbody))]
+public class TrainingDummy : MonoBehaviour, IDamagable{
+
+ public string HitSound;
+ public ParticleSystem[] Particles;
+ private Animator animator;
+ private Vector3 addForce;
+
+ void Start(){
+ animator = GetComponent();
+ }
+
+ public void Hit(DamageObject DO){
+ if(animator){
+
+ //play animation
+ animator.SetTrigger("Hit");
+
+ //play sfx
+ GlobalAudioPlayer.PlaySFXAtPosition(HitSound, transform.position);
+
+ //set force for next fixed update
+ int attackDir = (DO.inflictor.transform.position.x < transform.position.x)? -1 : 1; //the direction of the incoming attack
+ addForce = Vector3.right * attackDir * -DO.knockBackForce; //add force in derection of the attack
+
+ //play particles
+ foreach(ParticleSystem particles in Particles){
+ particles.Play();
+ }
+ }
+ }
+
+ //add force on physics update
+ void FixedUpdate(){
+ if(addForce.magnitude>0){
+ GetComponent().velocity = addForce;
+ addForce = Vector3.zero;
+ }
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/TrainingDummy.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/TrainingDummy.cs.meta
new file mode 100644
index 0000000..fd0ebd5
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Other/TrainingDummy.cs.meta
@@ -0,0 +1,13 @@
+fileFormatVersion: 2
+guid: fe146894e54fe0b4a8e646035477781f
+timeCreated: 1545566900
+licenseType: Store
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player.meta
new file mode 100644
index 0000000..9ee9f2a
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: ecdcbd0216bed1845bdb22aa21d8be64
+folderAsset: yes
+timeCreated: 1470343658
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerCombat.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerCombat.cs
new file mode 100644
index 0000000..6067b6d
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerCombat.cs
@@ -0,0 +1,800 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine.SceneManagement;
+
+[RequireComponent (typeof(Rigidbody))]
+[RequireComponent (typeof(UnitState))]
+public class PlayerCombat : MonoBehaviour, IDamagable {
+
+ [Header ("Linked Components")]
+ public Transform weaponBone; //the bone were weapon will be parented on
+ private UnitAnimator animator; //link to the animator component
+ private UnitState playerState; //the state of the player
+ private Rigidbody rb;
+
+ [Header("Attack Data & Combos")]
+ public float hitZRange = 2f; //the z range of attacks
+ private int attackNum = -1; //the current attack combo number
+ [Space(5)]
+
+ public DamageObject[] PunchCombo; //a list of punch attacks
+ public DamageObject[] KickCombo; //a list of kick Attacks
+ public DamageObject JumpKickData; //jump kick Attack
+ public DamageObject GroundPunchData; //Ground punch Attack
+ public DamageObject GroundKickData; //Ground kick Attack
+ public DamageObject RunningPunch; //punch attack during the run animation
+ public DamageObject RunningKick; //kick attack during the run animation
+ private DamageObject lastAttack; //data from the last attack that has taken place
+
+ [Header("Settings")]
+ public bool blockAttacksFromBehind = false; //block enemy attacks coming from behind
+ public bool comboContinueOnHit = true; //only continue a combo when the previous attack was a hit
+ public bool resetComboChainOnChangeCombo; //restart a combo when switching to a different combo chain
+ public bool invulnerableDuringJump = false; //check if the player can be hit during a jump
+ public float hitRecoveryTime = .4f; //the time it takes to recover from a hit
+ public float hitThreshold = .2f; //the time before we can get hit again
+ public float hitKnockBackForce = 1.5f; //the knockback force when we get hit
+ public float GroundAttackDistance = 1.5f; //the distance from an enemy at which a ground attack can be preformed
+ public int knockdownHitCount = 3; //the number of times the player can be hit before being knocked down
+ public float KnockdownTimeout = 0; //the time before we stand up after a knockdown
+ public float KnockdownUpForce = 5; //the Up force of a knockDown
+ public float KnockbackForce = 4; //the horizontal force of a knockDown
+ public float KnockdownStandUpTime = .8f; //the time it takes for the stand up animation to finish
+
+ [Header("Audio")]
+ public string knockdownVoiceSFX = "";
+ public string hitVoiceSFX = "";
+ public string deathVoiceSFX = "";
+ public string defenceHitSFX = "";
+ public string dropSFX = "";
+
+ [Header ("Stats")]
+ public DIRECTION currentDirection; //the current direction
+ public GameObject itemInRange; //an item that is currently in interactable range
+ private Weapon currentWeapon; //the current weapon the player is holding
+ private DIRECTION defendDirection; //the direction while defending
+ private bool continuePunchCombo; //true if a punch combo needs to continue
+ private bool continueKickCombo; //true if the a kick combo needs to continue
+ private float lastAttackTime = 0; //time of the last attack
+ [SerializeField]
+ private bool targetHit; //true if the last hit has hit a target
+ private int hitKnockDownCount = 0; //the number of times the player is hit in a row
+ private int hitKnockDownResetTime = 2; //the time before the hitknockdown counter resets
+ private float LastHitTime = 0; // the last time when we were hit
+ private bool isDead = false; //true if this player has died
+ private int EnemyLayer; // the enemy layer
+ private int DestroyableObjectLayer; // the destroyable object layer
+ private int EnvironmentLayer; //the environment layer
+ private LayerMask HitLayerMask; // a list of all hittable objects
+ private bool isGrounded;
+ private Vector3 fixedVelocity;
+ private bool updateVelocity;
+ private string lastAttackInput;
+ private DIRECTION lastAttackDirection;
+
+ //a list of states when the player can attack
+ private List AttackStates = new List {
+ UNITSTATE.IDLE,
+ UNITSTATE.WALK,
+ UNITSTATE.RUN,
+ UNITSTATE.JUMPING,
+ UNITSTATE.PUNCH,
+ UNITSTATE.KICK,
+ UNITSTATE.DEFEND,
+ };
+
+ //list of states where the player can be hit
+ private List HitableStates = new List {
+ UNITSTATE.DEFEND,
+ UNITSTATE.HIT,
+ UNITSTATE.IDLE,
+ UNITSTATE.LAND,
+ UNITSTATE.PUNCH,
+ UNITSTATE.KICK,
+ UNITSTATE.THROW,
+ UNITSTATE.WALK,
+ UNITSTATE.RUN,
+ UNITSTATE.GROUNDKICK,
+ UNITSTATE.GROUNDPUNCH,
+ };
+
+ //list of states where the player can activate defence
+ private List DefendStates = new List {
+ UNITSTATE.IDLE,
+ UNITSTATE.DEFEND,
+ UNITSTATE.WALK,
+ UNITSTATE.RUN,
+ };
+
+ //a list of states where the player can change direction
+ private List MovementStates = new List {
+ UNITSTATE.IDLE,
+ UNITSTATE.WALK,
+ UNITSTATE.RUN,
+ UNITSTATE.JUMPING,
+ UNITSTATE.JUMPKICK,
+ UNITSTATE.LAND,
+ UNITSTATE.DEFEND,
+ };
+
+ //---
+
+ void OnEnable(){
+ InputManager.onInputEvent += OnInputEvent;
+ InputManager.onDirectionInputEvent += OnDirectionInputEvent;
+ }
+
+ void OnDisable() {
+ InputManager.onInputEvent -= OnInputEvent;
+ InputManager.onDirectionInputEvent -= OnDirectionInputEvent;
+ }
+
+ //awake
+ void Start() {
+ animator = GetComponentInChildren();
+ playerState = GetComponent();
+ rb = GetComponent();
+
+ //assign layers and layermasks
+ EnemyLayer = LayerMask.NameToLayer("Enemy");
+ DestroyableObjectLayer = LayerMask.NameToLayer("DestroyableObject");
+ EnvironmentLayer = LayerMask.NameToLayer("Environment");
+ HitLayerMask = (1 << EnemyLayer) | (1 << DestroyableObjectLayer);
+
+ //display error messages for missing components
+ if (!animator) Debug.LogError ("No player animator found inside " + gameObject.name);
+ if (!playerState) Debug.LogError ("No playerState component found on " + gameObject.name);
+ if (!rb) Debug.LogError ("No rigidbody component found on " + gameObject.name);
+
+ //set invulnerable during jump
+ if (!invulnerableDuringJump) {
+ HitableStates.Add (UNITSTATE.JUMPING);
+ HitableStates.Add (UNITSTATE.JUMPKICK);
+ }
+ }
+
+ void Update() {
+
+ //the player is colliding with the ground
+ if(animator) isGrounded = animator.animator.GetBool("isGrounded");
+
+ //update defence state every frame
+ Defend(InputManager.defendKeyDown);
+ }
+
+ //physics update
+ void FixedUpdate(){
+ if (updateVelocity){
+ rb.velocity = fixedVelocity;
+ updateVelocity = false;
+ }
+ }
+
+ //late Update
+ void LateUpdate(){
+
+ //apply any root motion offsets to parent
+ if(animator && animator.GetComponent().applyRootMotion && animator.transform.localPosition != Vector3.zero) {
+ Vector3 offset = animator.transform.localPosition;
+ animator.transform.localPosition = Vector3.zero;
+ transform.position += offset * -(int)currentDirection;
+ }
+ }
+
+ //set velocity in next fixed update
+ void SetVelocity(Vector3 velocity){
+ fixedVelocity = velocity;
+ updateVelocity = true;
+ }
+
+ //movement input event
+ void OnDirectionInputEvent(Vector2 inputVector, bool doubleTapActive){
+ if(!MovementStates.Contains(playerState.currentState)) return;
+ int dir = Mathf.RoundToInt(Mathf.Sign((float)-inputVector.x));
+ if(Mathf.Abs(inputVector.x)>0) currentDirection = (DIRECTION)dir;
+ }
+
+ #region Combat Input Events
+ //combat input event
+ private void OnInputEvent(string action, BUTTONSTATE buttonState) {
+ if (AttackStates.Contains (playerState.currentState) && !isDead) {
+
+ //running punch
+ if(action == "Punch" && buttonState == BUTTONSTATE.PRESS && playerState.currentState == UNITSTATE.RUN && isGrounded){
+ animator.SetAnimatorBool("Run", false);
+ if(RunningPunch.animTrigger.Length>0) doAttack(RunningPunch, UNITSTATE.ATTACK, "Punch");
+ return;
+ }
+
+ //running kick
+ if(action == "Kick" && buttonState == BUTTONSTATE.PRESS && playerState.currentState == UNITSTATE.RUN && isGrounded){
+ animator.SetAnimatorBool("Run", false);
+ if(RunningKick.animTrigger.Length>0) doAttack(RunningKick, UNITSTATE.ATTACK, "Kick");
+ return;
+ }
+
+ //pick up an item
+ if (action == "Punch" && buttonState == BUTTONSTATE.PRESS && itemInRange != null && isGrounded && currentWeapon == null) {
+ interactWithItem();
+ return;
+ }
+
+ //use an weapon
+ if (action == "Punch" && buttonState == BUTTONSTATE.PRESS && isGrounded && currentWeapon != null) {
+ useCurrentWeapon();
+ return;
+ }
+
+ //ground punch
+ if (action == "Punch" && buttonState == BUTTONSTATE.PRESS && (playerState.currentState != UNITSTATE.PUNCH && NearbyEnemyDown()) && isGrounded) {
+ if(GroundPunchData.animTrigger.Length > 0) doAttack(GroundPunchData, UNITSTATE.GROUNDPUNCH, "Punch");
+ return;
+ }
+
+ //ground kick
+ if (action == "Kick" && buttonState == BUTTONSTATE.PRESS && (playerState.currentState != UNITSTATE.KICK && NearbyEnemyDown()) && isGrounded) {
+ if(GroundKickData.animTrigger.Length > 0) doAttack(GroundKickData, UNITSTATE.GROUNDKICK, "Kick");
+ return;
+ }
+
+ //reset combo when switching to another combo chain (user setting)
+ if (resetComboChainOnChangeCombo && (action != lastAttackInput)){
+ attackNum = -1;
+ }
+
+ //default punch
+ if (action == "Punch" && buttonState == BUTTONSTATE.PRESS && playerState.currentState != UNITSTATE.PUNCH && playerState.currentState != UNITSTATE.KICK && isGrounded) {
+
+ //continue to the next attack if the time is inside the combo window
+ bool insideComboWindow = (lastAttack != null && (Time.time < (lastAttackTime + lastAttack.duration + lastAttack.comboResetTime)));
+ if (insideComboWindow && !continuePunchCombo && (attackNum < PunchCombo.Length -1)) {
+ attackNum += 1;
+ } else {
+ attackNum = 0;
+ }
+
+ if(PunchCombo[attackNum] != null && PunchCombo[attackNum].animTrigger.Length > 0) doAttack(PunchCombo[attackNum], UNITSTATE.PUNCH, "Punch");
+ return;
+ }
+
+ //advance the punch combo if "punch" was pressed during a punch attack
+ if (action == "Punch" && buttonState == BUTTONSTATE.PRESS && (playerState.currentState == UNITSTATE.PUNCH) && !continuePunchCombo && isGrounded) {
+ if (attackNum < PunchCombo.Length - 1){
+ continuePunchCombo = true;
+ continueKickCombo = false;
+ return;
+ }
+ }
+
+ //jump punch
+ if (action == "Punch" && buttonState == BUTTONSTATE.PRESS && !isGrounded) {
+ if(JumpKickData.animTrigger.Length > 0) {
+ doAttack(JumpKickData, UNITSTATE.JUMPKICK, "Kick");
+ StartCoroutine(JumpKickInProgress());
+ }
+ return;
+ }
+
+ //jump kick
+ if (action == "Kick" && buttonState == BUTTONSTATE.PRESS && !isGrounded) {
+ if(JumpKickData.animTrigger.Length > 0) {
+ doAttack(JumpKickData, UNITSTATE.JUMPKICK, "Kick");
+ StartCoroutine(JumpKickInProgress());
+ }
+ return;
+ }
+
+ //default kick
+ if (action == "Kick" && buttonState == BUTTONSTATE.PRESS && playerState.currentState != UNITSTATE.KICK && playerState.currentState != UNITSTATE.PUNCH && isGrounded) {
+
+ //continue to the next attack if the time is inside the combo window
+ bool insideComboWindow = (lastAttack != null && (Time.time < (lastAttackTime + lastAttack.duration + lastAttack.comboResetTime)));
+ if (insideComboWindow && !continueKickCombo && (attackNum < KickCombo.Length -1)) {
+ attackNum += 1;
+ } else {
+ attackNum = 0;
+ }
+
+ doAttack(KickCombo[attackNum], UNITSTATE.KICK, "Kick");
+ return;
+ }
+
+ //advance the kick combo if "kick" was pressed during a kick attack
+ if (action == "Kick" && buttonState == BUTTONSTATE.PRESS && (playerState.currentState == UNITSTATE.KICK) && !continueKickCombo && isGrounded) {
+ if (attackNum < KickCombo.Length - 1){
+ continueKickCombo = true;
+ continuePunchCombo = false;
+ return;
+ }
+ }
+
+ }
+ }
+ #endregion
+
+ #region Combat functions
+
+ private void doAttack(DamageObject damageObject, UNITSTATE state, string inputAction){
+ animator.SetAnimatorTrigger(damageObject.animTrigger);
+ playerState.SetState(state);
+
+ //save attack data
+ lastAttack = damageObject;
+ lastAttack.inflictor = gameObject;
+ lastAttackTime = Time.time;
+ lastAttackInput = inputAction;
+ lastAttackDirection = currentDirection;
+
+ //turn towards current input direction
+ TurnToDir(currentDirection);
+
+ if(isGrounded) SetVelocity(Vector3.zero);
+ if(damageObject.forwardForce>0) animator.AddForce(damageObject.forwardForce);
+
+ if(state == UNITSTATE.JUMPKICK) return;
+ Invoke ("Ready", damageObject.duration);
+ }
+
+ //use the currently equipped weapon
+ void useCurrentWeapon(){
+ playerState.SetState (UNITSTATE.USEWEAPON);
+ TurnToDir(currentDirection);
+ SetVelocity(Vector3.zero);
+
+ //save attack data
+ lastAttackInput = "WeaponAttack";
+ lastAttackTime = Time.time;
+ lastAttack = currentWeapon.damageObject;
+ lastAttack.inflictor = gameObject;
+ lastAttackDirection = currentDirection;
+
+ if(!string.IsNullOrEmpty(currentWeapon.damageObject.animTrigger)) animator.SetAnimatorTrigger(currentWeapon.damageObject.animTrigger);
+ if(!string.IsNullOrEmpty(currentWeapon.useSound)) GlobalAudioPlayer.PlaySFX(currentWeapon.useSound);
+ Invoke ("Ready", currentWeapon.damageObject.duration);
+
+ //weapon degeneration
+ if(currentWeapon.degenerateType == DEGENERATETYPE.DEGENERATEONUSE) currentWeapon.useWeapon();
+ if(currentWeapon.degenerateType == DEGENERATETYPE.DEGENERATEONUSE && currentWeapon.timesToUse == 0) StartCoroutine(destroyCurrentWeapon(currentWeapon.damageObject.duration));
+ if(currentWeapon.degenerateType == DEGENERATETYPE.DEGENERATEONHIT && currentWeapon.timesToUse == 1) StartCoroutine(destroyCurrentWeapon(currentWeapon.damageObject.duration));
+ }
+
+ //remove the current weapon
+ IEnumerator destroyCurrentWeapon(float delay){
+ yield return new WaitForSeconds(delay);
+ if(currentWeapon.degenerateType == DEGENERATETYPE.DEGENERATEONUSE) GlobalAudioPlayer.PlaySFX(currentWeapon.breakSound);
+ Destroy(currentWeapon.playerHandPrefab);
+ currentWeapon.BreakWeapon();
+ currentWeapon = null;
+ }
+
+ //returns the current weapon
+ public Weapon GetCurrentWeapon(){
+ return currentWeapon;
+ }
+
+ //jump kick in progress
+ IEnumerator JumpKickInProgress(){
+ animator.SetAnimatorBool ("JumpKickActive", true);
+
+ //a list of enemies that we have hit
+ List enemieshit = new List();
+
+ //small delay so the animation has time to play
+ yield return new WaitForSeconds(.1f);
+
+ //check for hit
+ while (playerState.currentState == UNITSTATE.JUMPKICK) {
+
+ //draw a hitbox in front of the character to see which objects it collides with
+ Vector3 boxPosition = transform.position + (Vector3.up * lastAttack.collHeight) + Vector3.right * ((int)currentDirection * lastAttack.collDistance);
+ Vector3 boxSize = new Vector3 (lastAttack.CollSize/2, lastAttack.CollSize/2, hitZRange/2);
+ Collider[] hitColliders = Physics.OverlapBox(boxPosition, boxSize, Quaternion.identity, HitLayerMask);
+
+ //hit an enemy only once by adding it to a list
+ foreach (Collider col in hitColliders) {
+ if (!enemieshit.Contains (col.gameObject)) {
+ enemieshit.Add(col.gameObject);
+
+ //hit a damagable object
+ IDamagable damagableObject = col.GetComponent(typeof(IDamagable)) as IDamagable;
+ if (damagableObject != null) {
+ damagableObject.Hit(lastAttack);
+
+ //camera Shake
+ CamShake camShake = Camera.main.GetComponent ();
+ if (camShake != null) camShake.Shake (.1f);
+ }
+ }
+ }
+ yield return null;
+ }
+ }
+
+ //set defence on/off
+ private void Defend(bool defend){
+ if(!DefendStates.Contains(playerState.currentState)) return;
+ animator.SetAnimatorBool("Defend", defend);
+ if (defend) {
+ TurnToDir(currentDirection);
+ SetVelocity(Vector3.zero);
+ playerState.SetState (UNITSTATE.DEFEND);
+ animator.SetAnimatorBool("Run", false); //disable running
+
+ } else{
+ if(playerState.currentState == UNITSTATE.DEFEND) playerState.SetState(UNITSTATE.IDLE);
+ }
+ }
+
+ #endregion
+
+ #region Check For Hit
+
+ //check if we have hit something (Animation Event)
+ public void CheckForHit() {
+
+ //draw a hitbox in front of the character to see which objects it collides with
+ Vector3 boxPosition = transform.position + (Vector3.up * lastAttack.collHeight) + Vector3.right * ((int)lastAttackDirection * lastAttack.collDistance);
+ Vector3 boxSize = new Vector3 (lastAttack.CollSize/2, lastAttack.CollSize/2, hitZRange/2);
+ Collider[] hitColliders = Physics.OverlapBox(boxPosition, boxSize, Quaternion.identity, HitLayerMask);
+
+ int i=0;
+ while (i < hitColliders.Length) {
+
+ //hit a damagable object
+ IDamagable damagableObject = hitColliders[i].GetComponent(typeof(IDamagable)) as IDamagable;
+ if (damagableObject != null) {
+ damagableObject.Hit(lastAttack);
+
+ //we have hit something
+ targetHit = true;
+ }
+ i++;
+ }
+
+ //nothing was hit
+ if(hitColliders.Length == 0) targetHit = false;
+
+ //on weapon hit
+ if(lastAttackInput == "WeaponAttack" && targetHit) currentWeapon.onHitSomething();
+ }
+
+ //Display hit box in Unity Editor (Debug)
+ #if UNITY_EDITOR
+ void OnDrawGizmos(){
+ if (lastAttack != null && (Time.time - lastAttackTime) < lastAttack.duration) {
+ Gizmos.color = Color.red;
+ Vector3 boxPosition = transform.position + (Vector3.up * lastAttack.collHeight) + Vector3.right * ((int)lastAttackDirection * lastAttack.collDistance);
+ Vector3 boxSize = new Vector3 (lastAttack.CollSize, lastAttack.CollSize, hitZRange);
+ Gizmos.DrawWireCube (boxPosition, boxSize);
+ }
+ }
+ #endif
+
+ #endregion
+
+ #region We Are Hit
+
+ //we are hit
+ public void Hit(DamageObject d) {
+
+ //check if we can get hit again
+ if(Time.time < LastHitTime + hitThreshold) return;
+
+ //check if we are in a hittable state
+ if (HitableStates.Contains (playerState.currentState)) {
+ CancelInvoke();
+
+ //camera Shake
+ CamShake camShake = Camera.main.GetComponent();
+ if (camShake != null) camShake.Shake(.1f);
+
+ //defend incoming attack
+ if(playerState.currentState == UNITSTATE.DEFEND && !d.DefenceOverride && (isFacingTarget(d.inflictor) || blockAttacksFromBehind)) {
+ Defend(d);
+ return;
+ } else {
+ animator.SetAnimatorBool("Defend", false);
+ }
+
+ //we are hit
+ UpdateHitCounter ();
+ LastHitTime = Time.time;
+
+ //show hit effect
+ animator.ShowHitEffect ();
+
+ //substract health
+ HealthSystem healthSystem = GetComponent();
+ if (healthSystem != null) {
+ healthSystem.SubstractHealth (d.damage);
+ if (healthSystem.CurrentHp == 0)
+ return;
+ }
+
+ //check for knockdown
+ if ((hitKnockDownCount >= knockdownHitCount || !IsGrounded() || d.knockDown) && playerState.currentState != UNITSTATE.KNOCKDOWN) {
+ hitKnockDownCount = 0;
+ StopCoroutine ("KnockDownSequence");
+ StartCoroutine ("KnockDownSequence", d.inflictor);
+ GlobalAudioPlayer.PlaySFXAtPosition (d.hitSFX, transform.position + Vector3.up);
+ GlobalAudioPlayer.PlaySFXAtPosition (knockdownVoiceSFX, transform.position + Vector3.up);
+ return;
+ }
+
+ //default hit
+ int i = Random.Range (1, 3);
+ animator.SetAnimatorTrigger ("Hit" + i);
+ SetVelocity(Vector3.zero);
+ playerState.SetState (UNITSTATE.HIT);
+
+ //add a small force from the impact
+ if (isFacingTarget(d.inflictor)) {
+ animator.AddForce (-1.5f);
+ } else {
+ animator.AddForce (1.5f);
+ }
+
+ //SFX
+ GlobalAudioPlayer.PlaySFXAtPosition (d.hitSFX, transform.position + Vector3.up);
+ GlobalAudioPlayer.PlaySFXAtPosition (hitVoiceSFX, transform.position + Vector3.up);
+
+ Invoke("Ready", hitRecoveryTime);
+ }
+ }
+
+ //update the hit counter
+ void UpdateHitCounter() {
+ if (Time.time - LastHitTime < hitKnockDownResetTime) {
+ hitKnockDownCount += 1;
+ } else {
+ hitKnockDownCount = 1;
+ }
+ LastHitTime = Time.time;
+ }
+
+ //defend an incoming attack
+ void Defend(DamageObject d){
+
+ //show defend effect
+ animator.ShowDefendEffect();
+
+ //play sfx
+ GlobalAudioPlayer.PlaySFXAtPosition (defenceHitSFX, transform.position + Vector3.up);
+
+ //add a small force from the impact
+ if (isFacingTarget(d.inflictor)) {
+ animator.AddForce (-hitKnockBackForce);
+ } else {
+ animator.AddForce (hitKnockBackForce);
+ }
+ }
+
+ #endregion
+
+ #region Item interaction
+
+ //item in range
+ public void ItemInRange(GameObject item){
+ itemInRange = item;
+ }
+
+ //item out of range
+ public void ItemOutOfRange(GameObject item){
+ if(itemInRange == item) itemInRange = null;
+ }
+
+ //interact with an item in range
+ public void interactWithItem(){
+ if (itemInRange != null){
+ animator.SetAnimatorTrigger ("Pickup");
+ playerState.SetState(UNITSTATE.PICKUPITEM);
+ SetVelocity(Vector3.zero);
+ Invoke ("Ready", .3f);
+ Invoke ("pickupItem", .2f);
+ }
+ }
+
+ //pick up item
+ void pickupItem(){
+ if(itemInRange != null) itemInRange.SendMessage("OnPickup", gameObject, SendMessageOptions.DontRequireReceiver);
+ }
+
+ //equip current weapon
+ public void equipWeapon(Weapon weapon){
+ currentWeapon = weapon;
+ currentWeapon.damageObject.inflictor = gameObject;
+
+ //add player hand weapon
+ if(weapon.playerHandPrefab != null) {
+ GameObject PlayerWeapon = GameObject.Instantiate(weapon.playerHandPrefab, weaponBone) as GameObject;
+ currentWeapon.playerHandPrefab = PlayerWeapon;
+ }
+ }
+
+ #endregion
+
+ #region KnockDown Sequence
+
+ //knockDown sequence
+ public IEnumerator KnockDownSequence(GameObject inflictor) {
+ playerState.SetState (UNITSTATE.KNOCKDOWN);
+ animator.StopAllCoroutines();
+ yield return new WaitForFixedUpdate();
+
+ //look towards the direction of the incoming attack
+ int dir = inflictor.transform.position.x > transform.position.x ? 1 : -1;
+ currentDirection = (DIRECTION)dir;
+ TurnToDir(currentDirection);
+
+ //update playermovement
+ var pm = GetComponent();
+ if(pm != null) {
+ pm.CancelJump();
+ pm.SetDirection(currentDirection);
+ }
+
+ //add knockback force
+ animator.SetAnimatorTrigger("KnockDown_Up");
+ while(IsGrounded()){
+ SetVelocity(new Vector3 (KnockbackForce * -dir , KnockdownUpForce, 0));
+ yield return new WaitForFixedUpdate();
+ }
+
+ //going up...
+ while(rb.velocity.y >= 0) yield return new WaitForFixedUpdate();
+
+ //going down
+ animator.SetAnimatorTrigger ("KnockDown_Down");
+ while(!IsGrounded()) yield return new WaitForFixedUpdate();
+
+ //hit ground
+ animator.SetAnimatorTrigger ("KnockDown_End");
+ CamShake camShake = Camera.main.GetComponent();
+ if (camShake != null) camShake.Shake(.3f);
+ animator.ShowDustEffectLand();
+
+ //sfx
+ GlobalAudioPlayer.PlaySFXAtPosition(dropSFX, transform.position);
+
+ //ground slide
+ float t = 0;
+ float speed = 2;
+ Vector3 fromVelocity = rb.velocity;
+ while (t<1){
+ SetVelocity(Vector3.Lerp (new Vector3(fromVelocity.x, rb.velocity.y + Physics.gravity.y * Time.fixedDeltaTime, fromVelocity.z), new Vector3(0, rb.velocity.y, 0), t));
+ t += Time.deltaTime * speed;
+ yield return null;
+ }
+
+ //knockDown Timeout
+ SetVelocity(Vector3.zero);
+ yield return new WaitForSeconds(KnockdownTimeout);
+
+ //stand up
+ animator.SetAnimatorTrigger ("StandUp");
+ playerState.currentState = UNITSTATE.STANDUP;
+
+ yield return new WaitForSeconds (KnockdownStandUpTime);
+ playerState.currentState = UNITSTATE.IDLE;
+ }
+
+ #endregion
+
+ //returns true if the closest enemy is in a knockdowngrounded state
+ bool NearbyEnemyDown(){
+ float distance = GroundAttackDistance;
+ GameObject closestEnemy = null;
+ foreach (GameObject enemy in EnemyManager.activeEnemies) {
+
+ //only check enemies in front of us
+ if(isFacingTarget(enemy)){
+
+ //find closest enemy
+ float dist2enemy = (enemy.transform.position - transform.position).magnitude;
+ if (dist2enemy < distance) {
+ distance = dist2enemy;
+ closestEnemy = enemy;
+ }
+ }
+ }
+ if (closestEnemy != null) {
+ EnemyAI AI = closestEnemy.GetComponent();
+ if (AI != null && AI.enemyState == UNITSTATE.KNOCKDOWNGROUNDED) {
+ return true;
+ }
+ }
+ return false;
+ }
+
+ //the attack is finished and the player is ready for new actions
+ public void Ready() {
+
+ //only continue a combo when we have hit something
+ if (comboContinueOnHit && !targetHit) {
+ continuePunchCombo = continueKickCombo = false;
+ lastAttackTime = 0;
+ }
+
+ //continue a punch combo
+ if (continuePunchCombo) {
+ continuePunchCombo = continueKickCombo = false;
+
+ if (attackNum < PunchCombo.Length-1) {
+ attackNum += 1;
+ } else {
+ attackNum = 0;
+ }
+ if(PunchCombo[attackNum] != null && PunchCombo[attackNum].animTrigger.Length>0) doAttack(PunchCombo[attackNum], UNITSTATE.PUNCH, "Punch");
+ return;
+ }
+
+ //continue a kick combo
+ if (continueKickCombo) {
+ continuePunchCombo = continueKickCombo = false;
+
+ if (attackNum < KickCombo.Length-1) {
+ attackNum += 1;
+ } else {
+ attackNum = 0;
+ }
+ if(KickCombo[attackNum] != null && KickCombo[attackNum].animTrigger.Length>0) doAttack(KickCombo[attackNum], UNITSTATE.KICK, "Kick");
+ return;
+ }
+
+ playerState.SetState (UNITSTATE.IDLE);
+ }
+
+ //returns true is the player is facing a gameobject
+ public bool isFacingTarget(GameObject g) {
+ return ((g.transform.position.x > transform.position.x && currentDirection == DIRECTION.Left) || (g.transform.position.x < transform.position.x && currentDirection == DIRECTION.Right));
+ }
+
+ //returns true if the player is grounded
+ public bool IsGrounded(){
+ CapsuleCollider c = GetComponent ();
+ float colliderSize = c.bounds.extents.y;
+ #if UNITY_EDITOR
+ Debug.DrawRay (transform.position + c.center, Vector3.down * colliderSize, Color.red);
+ #endif
+ return Physics.Raycast (transform.position + c.center, Vector3.down, colliderSize + .1f, 1 << EnvironmentLayer );
+ }
+
+ //turn towards a direction
+ public void TurnToDir(DIRECTION dir) {
+ transform.rotation = Quaternion.LookRotation(Vector3.forward * -(int)dir);
+ }
+
+ //the player has died
+ void Death(){
+ if (!isDead){
+ isDead = true;
+ StopAllCoroutines();
+ animator.StopAllCoroutines();
+ CancelInvoke();
+ SetVelocity(Vector3.zero);
+ GlobalAudioPlayer.PlaySFXAtPosition(deathVoiceSFX, transform.position + Vector3.up);
+ animator.SetAnimatorBool("Death", true);
+ EnemyManager.PlayerHasDied();
+ StartCoroutine(ReStartLevel());
+ }
+ }
+
+ //restart this level
+ IEnumerator ReStartLevel(){
+ yield return new WaitForSeconds(2);
+ float fadeoutTime = 1.3f;
+
+ UIManager UI = GameObject.FindObjectOfType();
+ if (UI != null){
+
+ //fade out
+ UI.UI_fader.Fade (UIFader.FADE.FadeOut, fadeoutTime, 0);
+ yield return new WaitForSeconds (fadeoutTime);
+
+ //show game over screen
+ UI.DisableAllScreens();
+ UI.ShowMenu("GameOver");
+ }
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerCombat.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerCombat.cs.meta
new file mode 100644
index 0000000..9192a24
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerCombat.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 3a95774a56fa5824b80a4096a75a37fd
+timeCreated: 1470249533
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerMovement.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerMovement.cs
new file mode 100644
index 0000000..b65465d
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerMovement.cs
@@ -0,0 +1,315 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+
+[RequireComponent(typeof(Rigidbody))]
+[RequireComponent(typeof(UnitState))]
+[RequireComponent(typeof(CapsuleCollider))]
+public class PlayerMovement : MonoBehaviour {
+
+ [Header("Linked Components")]
+ private UnitAnimator animator;
+ private Rigidbody rb;
+ private UnitState playerState;
+ private CapsuleCollider capsule;
+
+ [Header("Settings")]
+ public float walkSpeed = 3f;
+ public float runSpeed = 6f;
+ public float ZSpeed = 1.5f;
+ public float JumpForce = 8f;
+ public bool AllowDepthJumping;
+ public float AirAcceleration = 3f;
+ public float AirMaxSpeed = 3f;
+ public float rotationSpeed = 15f;
+ public float jumpRotationSpeed = 30f;
+ public float lookAheadDistance = .2f;
+ public float landRecoveryTime = .1f;
+ public float landTime = 0;
+ public LayerMask CollisionLayer;
+
+ [Header("Audio")]
+ public string jumpUpVoice = "";
+ public string jumpLandVoice = "";
+
+ [Header("Stats")]
+ public DIRECTION currentDirection;
+ public Vector2 inputDirection;
+ public bool jumpInProgress;
+
+ private bool isDead = false;
+ private bool JumpNextFixedUpdate;
+ private float jumpDownwardsForce = .3f;
+
+ //a list of states where movement can take place
+ private List MovementStates = new List {
+ UNITSTATE.IDLE,
+ UNITSTATE.WALK,
+ UNITSTATE.RUN,
+ UNITSTATE.JUMPING,
+ UNITSTATE.JUMPKICK,
+ UNITSTATE.LAND,
+ UNITSTATE.DEFEND,
+ };
+
+ //--
+
+ void OnEnable() {
+ InputManager.onInputEvent += OnInputEvent;
+ InputManager.onDirectionInputEvent += OnDirectionInputEvent;
+ }
+
+ void OnDisable() {
+ InputManager.onInputEvent -= OnInputEvent;
+ InputManager.onDirectionInputEvent -= OnDirectionInputEvent;
+ }
+
+ void Start(){
+
+ //find components
+ if(!animator) animator = GetComponentInChildren();
+ if(!rb) rb = GetComponent();
+ if(!playerState) playerState = GetComponent();
+ if(!capsule) capsule = GetComponent();
+
+ //error messages for missing components
+ if(!animator) Debug.LogError("No animator found inside " + gameObject.name);
+ if(!rb) Debug.LogError("No Rigidbody component found on " + gameObject.name);
+ if(!playerState) Debug.LogError("No UnitState component found on " + gameObject.name);
+ if(!capsule) Debug.LogError("No Capsule Collider found on " + gameObject.name);
+
+ }
+
+ void FixedUpdate() {
+ if(!MovementStates.Contains(playerState.currentState) || isDead) return;
+
+ //defend
+ if(playerState.currentState == UNITSTATE.DEFEND){
+ TurnToCurrentDirection();
+ return;
+ }
+
+ //start a jump
+ if(JumpNextFixedUpdate){
+ Jump();
+ return;
+ }
+
+ //land after a jump
+ if(jumpInProgress && IsGrounded()){
+ HasLanded();
+ return;
+ }
+
+ //A short recovery time after landing
+ if(playerState.currentState == UNITSTATE.LAND && Time.time - landTime > landRecoveryTime) playerState.SetState(UNITSTATE.IDLE);
+
+ //air and ground Movement
+ bool isGrounded = IsGrounded();
+ animator.SetAnimatorBool("isGrounded", isGrounded);
+ if(isGrounded) animator.SetAnimatorBool("Falling", false);
+
+ if(isGrounded){
+ MoveGrounded();
+ } else {
+ MoveAirborne();
+ }
+
+ //always turn towards the current direction
+ TurnToCurrentDirection();
+ }
+
+ //movement on the ground
+ void MoveGrounded(){
+
+ //do nothing when landing
+ if(playerState.currentState == UNITSTATE.LAND) return;
+
+ //move when there is no wall in front of us and input is detected
+ if(rb != null && (inputDirection.sqrMagnitude>0 && !WallInFront())) {
+
+ //set movement speed to run speed or walk speed depending on the current state
+ float movementSpeed = playerState.currentState == UNITSTATE.RUN? runSpeed : walkSpeed;
+
+ rb.velocity = new Vector3( inputDirection.x * -movementSpeed, rb.velocity.y + Physics.gravity.y * Time.fixedDeltaTime, inputDirection.y * -ZSpeed);
+ if(animator) animator.SetAnimatorFloat("MovementSpeed", rb.velocity.magnitude);
+
+ } else {
+
+ //stop moving, but still apply gravity
+ rb.velocity = new Vector3(0, rb.velocity.y + Physics.gravity.y * Time.fixedDeltaTime, 0);
+
+ if(animator) animator.SetAnimatorFloat("MovementSpeed", 0);
+ playerState.SetState(UNITSTATE.IDLE);
+ }
+
+ //sets the run state in the animator to true or false
+ animator.SetAnimatorBool("Run", playerState.currentState == UNITSTATE.RUN);
+ }
+
+ //movement in the air
+ void MoveAirborne(){
+
+ //falling down
+ if(rb.velocity.y < 0.1f && playerState.currentState != UNITSTATE.KNOCKDOWN) animator.SetAnimatorBool("Falling", true);
+
+ if(!WallInFront()) {
+
+ //movement direction based on current input
+ int dir = Mathf.Clamp(Mathf.RoundToInt(-inputDirection.x), -1, 1);
+ float xpeed = Mathf.Clamp(rb.velocity.x + AirMaxSpeed * dir * Time.fixedDeltaTime * AirAcceleration, -AirMaxSpeed, AirMaxSpeed);
+ float downForce = rb.velocity.y>0? 0 : jumpDownwardsForce; //adds a small downwards force when going down
+
+ //apply movement
+ if(AllowDepthJumping) {
+ rb.velocity = new Vector3(xpeed, rb.velocity.y - downForce, -inputDirection.y * ZSpeed);
+ } else {
+ rb.velocity = new Vector3(xpeed, rb.velocity.y - downForce, 0);
+ }
+ }
+ }
+
+ //perform a jump
+ void Jump(){
+ playerState.SetState(UNITSTATE.JUMPING);
+ JumpNextFixedUpdate = false;
+ jumpInProgress = true;
+ rb.velocity = Vector3.up * JumpForce;
+
+ //play animation
+ animator.SetAnimatorBool("JumpInProgress", true);
+ animator.SetAnimatorBool("Run", false);
+ animator.SetAnimatorTrigger("JumpUp");
+ animator.ShowDustEffectJump();
+
+ //play sfx
+ if(jumpUpVoice != "") GlobalAudioPlayer.PlaySFXAtPosition(jumpUpVoice, transform.position);
+ }
+
+ //player has landed after a jump
+ void HasLanded(){
+ jumpInProgress = false;
+ playerState.SetState(UNITSTATE.LAND);
+ rb.velocity = Vector2.zero;
+ landTime = Time.time;
+
+ //set animator properties
+ animator.SetAnimatorFloat("MovementSpeed", 0f);
+ animator.SetAnimatorBool("JumpInProgress", false);
+ animator.SetAnimatorBool("JumpKickActive", false);
+ animator.SetAnimatorBool("Falling", false);
+ animator.ShowDustEffectLand();
+
+ //sfx
+ GlobalAudioPlayer.PlaySFX("FootStep");
+ if(jumpLandVoice != "") GlobalAudioPlayer.PlaySFXAtPosition(jumpLandVoice, transform.position);
+ }
+
+ #region controller input
+
+ //set current direction to input direction
+ void OnDirectionInputEvent(Vector2 dir, bool doubleTapActive) {
+
+ //ignore input when we are dead or when this state is not active
+ if(!MovementStates.Contains(playerState.currentState) || isDead) return;
+
+ //set current direction based on the input vector. Mathf.sign is used because we want the player to stay in the left or right direction when moving up/down)
+ int dir2 = Mathf.RoundToInt(Mathf.Sign((float)-inputDirection.x));
+ if(Mathf.Abs(inputDirection.x) > 0) SetDirection((DIRECTION)dir2);
+ inputDirection = dir;
+
+ //start running on double tap
+ if(doubleTapActive && IsGrounded() && Mathf.Abs(dir.x)>0) playerState.SetState(UNITSTATE.RUN);
+ }
+
+ //input actions
+ void OnInputEvent(string action, BUTTONSTATE buttonState) {
+
+ //ignore input when we are dead or when this state is not active
+ if(!MovementStates.Contains(playerState.currentState) || isDead) return;
+
+ //start a jump
+ if(action == "Jump" && buttonState == BUTTONSTATE.PRESS && IsGrounded() && playerState.currentState != UNITSTATE.JUMPING) JumpNextFixedUpdate = true;
+
+ //start running when a run button is pressed (e.g. Joypad controls)
+ if(action == "Run") playerState.SetState(UNITSTATE.RUN);
+ }
+
+ #endregion
+
+ //interrups an ongoing jump
+ public void CancelJump(){
+ jumpInProgress = false;
+ }
+
+ //set current direction
+ public void SetDirection(DIRECTION dir) {
+ currentDirection = dir;
+ if(animator) animator.currentDirection = currentDirection;
+ }
+
+ //returns the current direction
+ public DIRECTION getCurrentDirection() {
+ return currentDirection;
+ }
+
+ //returns true if the player is grounded
+ public bool IsGrounded() {
+
+ //check for capsule collisions with a 0.1 downwards offset from the capsule collider
+ Vector3 bottomCapsulePos = transform.position + (Vector3.up) * (capsule.radius - 0.1f);
+ return Physics.CheckCapsule(transform.position + capsule.center, bottomCapsulePos, capsule.radius, CollisionLayer);
+ }
+
+ //look (and turns) towards a direction
+ public void TurnToCurrentDirection() {
+ if(currentDirection == DIRECTION.Right || currentDirection == DIRECTION.Left) {
+ float turnSpeed = jumpInProgress? jumpRotationSpeed : rotationSpeed;
+ Vector3 newDir = Vector3.RotateTowards(transform.forward, Vector3.forward * -(int)currentDirection, turnSpeed * Time.fixedDeltaTime, 0.0f);
+ transform.rotation = Quaternion.LookRotation(newDir);
+ }
+ }
+
+ //update the direction based on the current input
+ public void updateDirection() {
+ TurnToCurrentDirection();
+ }
+
+ //the player has died
+ void Death() {
+ isDead = true;
+ rb.velocity = Vector3.zero;
+ }
+
+ //returns true if there is a environment collider in front of us
+ bool WallInFront() {
+ var MovementOffset = new Vector3(inputDirection.x, 0, inputDirection.y) * lookAheadDistance;
+ var c = GetComponent();
+ Collider[] hitColliders = Physics.OverlapSphere(transform.position + Vector3.up * (c.radius + .1f) + -MovementOffset, c.radius, CollisionLayer);
+
+ int i = 0;
+ bool hasHitwall = false;
+ while(i < hitColliders.Length) {
+ if(CollisionLayer == (CollisionLayer | 1 << hitColliders[i].gameObject.layer)) hasHitwall = true;
+ i++;
+ }
+ return hasHitwall;
+ }
+
+ //draw a lookahead sphere in the unity editor
+ #if UNITY_EDITOR
+ void OnDrawGizmos() {
+ var c = GetComponent();
+ Gizmos.color = Color.yellow;
+ Vector3 MovementOffset = new Vector3(inputDirection.x, 0, inputDirection.y) * lookAheadDistance;
+ Gizmos.DrawWireSphere(transform.position + Vector3.up * (c.radius + .1f) + -MovementOffset, c.radius);
+ }
+ #endif
+}
+
+public enum DIRECTION {
+ Right = -1,
+ Left = 1,
+ Up = 2,
+ Down = -2,
+};
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerMovement.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerMovement.cs.meta
new file mode 100644
index 0000000..328600f
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerMovement.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 92c817bdf7a91804abe62ab16fc98fdd
+timeCreated: 1470249520
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerSpawnPoint.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerSpawnPoint.cs
new file mode 100644
index 0000000..f67b1d3
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerSpawnPoint.cs
@@ -0,0 +1,28 @@
+using UnityEngine;
+
+public class PlayerSpawnPoint : MonoBehaviour {
+
+ public GameObject defaultPlayerPrefab;
+
+ void Awake(){
+
+ //get selected player from character selection screen
+ if(GlobalGameSettings.Player1Prefab) {
+ loadPlayer(GlobalGameSettings.Player1Prefab);
+ return;
+ }
+
+ //otherwise load default character
+ if(defaultPlayerPrefab) {
+ loadPlayer(defaultPlayerPrefab);
+ } else {
+ Debug.Log("Please assign a default player prefab in the playerSpawnPoint");
+ }
+ }
+
+ //load a player prefab
+ void loadPlayer(GameObject playerPrefab){
+ GameObject player = GameObject.Instantiate(playerPrefab) as GameObject;
+ player.transform.position = transform.position;
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerSpawnPoint.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerSpawnPoint.cs.meta
new file mode 100644
index 0000000..0a574b0
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerSpawnPoint.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 98eda79dab49cfe44b6074347dc5d0bb
+timeCreated: 1506527168
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/UnitAnimator.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/UnitAnimator.cs
new file mode 100644
index 0000000..49e8633
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/UnitAnimator.cs
@@ -0,0 +1,183 @@
+using UnityEngine;
+using System.Collections;
+
+[RequireComponent (typeof(Animator))]
+public class UnitAnimator : MonoBehaviour {
+
+ [HideInInspector]
+ public DIRECTION currentDirection;
+
+ [Header ("Effects")]
+ public GameObject DustEffectLand;
+ public GameObject DustEffectJump;
+ public GameObject HitEffect;
+ public GameObject DefendEffect;
+ [HideInInspector]
+ public Animator animator;
+ private bool isplayer;
+
+ //awake
+ void Awake() {
+ if(animator == null) animator = GetComponent();
+ isplayer = transform.parent.CompareTag("Player");
+ currentDirection = DIRECTION.Right;
+ }
+
+ //play an animation
+ public void SetAnimatorTrigger(string triggerName) {
+ animator.SetTrigger(triggerName);
+ }
+
+ //sets a bool in the animator
+ public void SetAnimatorBool(string name, bool state){
+ animator.SetBool(name, state);
+ }
+
+ //sets a float in the animator
+ public void SetAnimatorFloat(string name, float value){
+ animator.SetFloat (name, value);
+ }
+
+ //set a direction
+ public void SetDirection(DIRECTION dir){
+ currentDirection = dir;
+ }
+
+ //------------------------
+ //--- Animation Events ---
+ //-------------------------
+
+ //Animation has finished playing, unit is ready for new input
+ public void Ready() {
+ if (isplayer) {
+ transform.parent.GetComponent().Ready ();
+ } else {
+ transform.parent.GetComponent().Ready();
+ }
+ }
+
+ //check if something was hit
+ public void Check4Hit() {
+
+ //check if the player has hit something
+ if (isplayer) {
+ PlayerCombat playerCombat = transform.parent.GetComponent ();
+ if (playerCombat != null) {
+ playerCombat.CheckForHit();
+ } else {
+ Debug.Log ("no player combat component found on gameObject '" + transform.parent.name + "'.");
+ }
+
+ } else {
+
+ //check if the enemy has hit something
+ EnemyAI AI = transform.parent.GetComponent();
+ if (AI != null) {
+ AI.CheckForHit();
+ } else {
+ Debug.Log ("no enemy AI component found on gameObject '" + transform.parent.name + "'.");
+ }
+ }
+ }
+
+ //show hit effect
+ public void ShowHitEffect() {
+ float unitHeight = 1.6f;
+ GameObject.Instantiate (HitEffect, transform.position+Vector3.up * unitHeight, Quaternion.identity);
+ }
+
+ //show defend effect
+ public void ShowDefendEffect() {
+ GameObject.Instantiate(DefendEffect, transform.position + Vector3.up * 1.3f, Quaternion.identity);
+ }
+
+ //Show dust effect
+ public void ShowDustEffectLand() {
+ GameObject.Instantiate (DustEffectLand, transform.position + Vector3.up * .13f , Quaternion.identity);
+ }
+
+ //Show jump dust effect
+ public void ShowDustEffectJump() {
+ GameObject.Instantiate (DustEffectJump, transform.position + Vector3.up * .13f , Quaternion.identity);
+ }
+
+ //play audio
+ public void PlaySFX(string sfxName) {
+ GlobalAudioPlayer.PlaySFXAtPosition(sfxName, transform.position + Vector3.up);
+ }
+
+ //adds a small forward force to this unit
+ public void AddForce(float force) {
+ StartCoroutine (AddForceCoroutine(force));
+ }
+
+ //adds small force over time
+ IEnumerator AddForceCoroutine(float force) {
+ DIRECTION startDir = currentDirection;
+ Rigidbody rb = transform.parent.GetComponent();
+ float speed = 8f;
+ float t = 0;
+
+ while (t < 1) {
+ yield return new WaitForFixedUpdate();
+ rb.velocity = Vector2.right * (int)startDir * Mathf.Lerp (force, rb.velocity.y, MathUtilities.Sinerp (0, 1, t));
+ t += Time.fixedDeltaTime * speed;
+ yield return null;
+ }
+ }
+
+ //flicker effect
+ public IEnumerator FlickerCoroutine(float delayBeforeStart){
+ yield return new WaitForSeconds (delayBeforeStart);
+
+ //find all renderers inside this gameObject
+ Renderer[] CharRenderers = GetComponentsInChildren();
+
+ if(CharRenderers.Length > 0) {
+ float t = 0;
+ while(t < 1) {
+ float speed = Mathf.Lerp(15, 35, MathUtilities.Coserp(0, 1, t));
+ float i = Mathf.Sin(Time.time * speed);
+ foreach(Renderer r in CharRenderers)
+ r.enabled = i > 0;
+ t += Time.deltaTime / 2;
+ yield return null;
+ }
+ foreach(Renderer r in CharRenderers)
+ r.enabled = false;
+ }
+ Destroy(transform.parent.gameObject);
+ }
+
+ //camera shake
+ public void CamShake(float intensity){
+ CamShake camShake = Camera.main.GetComponent ();
+ if (camShake != null)
+ camShake.Shake (intensity);
+ }
+
+ //spawn a projectile
+ public void SpawnProjectile(string name){
+
+ PlayerCombat playerCombat = transform.parent.GetComponent();
+ if(playerCombat){
+
+ //find a custom spawn position, if there is any. Otherwise use the weapon hand as spawn position
+ Vector3 spawnPos = playerCombat.weaponBone.transform.position;
+ ProjectileSpawnPos customSpawnPos = playerCombat.weaponBone.GetComponentInChildren();
+ if(customSpawnPos) spawnPos = customSpawnPos.transform.position;
+
+ //spawn projectile at spawn position
+ GameObject projectilePrefab = GameObject.Instantiate(Resources.Load(name), spawnPos, Quaternion.identity) as GameObject;
+ if(!projectilePrefab) return;
+
+ //set projectile to current direction
+ Projectile projectileComponent = projectilePrefab.GetComponent();
+ if(projectileComponent){
+ projectileComponent.direction = playerCombat.currentDirection;
+ Weapon currentWeapon = playerCombat.GetCurrentWeapon();
+ if(currentWeapon != null) projectileComponent.SetDamage(playerCombat.GetCurrentWeapon().damageObject);
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/UnitAnimator.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/UnitAnimator.cs.meta
new file mode 100644
index 0000000..0c417ca
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/UnitAnimator.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 3823eadb584051942908677b03d951e9
+timeCreated: 1501872679
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/UnitState.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/UnitState.cs
new file mode 100644
index 0000000..de5d65e
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/UnitState.cs
@@ -0,0 +1,34 @@
+using UnityEngine;
+
+public class UnitState : MonoBehaviour {
+
+ public UNITSTATE currentState = UNITSTATE.IDLE;
+
+ public void SetState(UNITSTATE state){
+ currentState = state;
+ }
+}
+
+public enum UNITSTATE {
+ IDLE,
+ WALK,
+ RUN,
+ JUMPING,
+ LAND,
+ JUMPKICK,
+ PUNCH,
+ KICK,
+ ATTACK,
+ DEFEND,
+ HIT,
+ DEATH,
+ THROW,
+ PICKUPITEM,
+ KNOCKDOWN,
+ KNOCKDOWNGROUNDED,
+ GROUNDPUNCH,
+ GROUNDKICK,
+ GROUNDHIT,
+ STANDUP,
+ USEWEAPON,
+};
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/UnitState.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/UnitState.cs.meta
new file mode 100644
index 0000000..a6c38d8
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/UnitState.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: b992969939f9e1c4992a48257d73fd16
+timeCreated: 1503690041
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings.meta
new file mode 100644
index 0000000..53cc8c7
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: f3083b3264e2f1b41b79357126fedb46
+folderAsset: yes
+timeCreated: 1475353996
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings/Editor.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings/Editor.meta
new file mode 100644
index 0000000..2fb5035
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings/Editor.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 66fcf6ef406d65d48b2bcef9771e23ac
+folderAsset: yes
+timeCreated: 1473580061
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings/Editor/GameSettingsEditor.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings/Editor/GameSettingsEditor.cs
new file mode 100644
index 0000000..b763d90
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings/Editor/GameSettingsEditor.cs
@@ -0,0 +1,98 @@
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+using System;
+using System.Reflection;
+
+public class GameSettingsEditor : EditorWindow {
+
+ private GameSettings settings;
+ private string databasePath = "Assets/BeatEmUp_GameTemplate3D/Settings/Resources/GameSettings.asset";
+ [MenuItem("Tools/Game Settings")]
+
+ //create window
+ public static void Init() {
+ GameSettingsEditor window = EditorWindow.GetWindow();
+ window.minSize = new Vector2(500, 200);
+ window.Show();
+ }
+
+ //load database
+ void OnEnable() {
+ if (settings == null) LoadSettings();
+ }
+
+ //Save database
+ void OnDisable(){
+ EditorUtility.SetDirty(settings);
+ AssetDatabase.SaveAssets();
+ AssetDatabase.Refresh();
+ }
+
+ void OnGUI() {
+ EditorGUILayout.BeginVertical(GUILayout.ExpandWidth(true));
+ DisplayMainArea();
+ EditorGUILayout.EndVertical();
+ }
+
+ //load or create the database
+ void LoadSettings() {
+ settings = (GameSettings)AssetDatabase.LoadAssetAtPath(databasePath, typeof(GameSettings));
+ if (settings == null) CreateDatabase();
+ }
+
+ //create the database
+ void CreateDatabase() {
+ settings = ScriptableObject.CreateInstance();
+ AssetDatabase.CreateAsset(settings, databasePath);
+ AssetDatabase.SaveAssets();
+ AssetDatabase.Refresh();
+ }
+
+ //Header
+ private void BeginHeader(string label){
+ EditorGUILayout.LabelField(label, EditorStyles.boldLabel);
+ }
+
+ //warning text
+ private void DisplayWarningText(string label){
+ GUIStyle style2 = new GUIStyle(EditorStyles.wordWrappedLabel);
+ style2.wordWrap = true;
+ style2.stretchHeight = true;
+ style2.normal.textColor = Color.red;
+ EditorGUILayout.LabelField(label, style2);
+ }
+
+ //save the database
+ void SaveSettings(){
+ AssetDatabase.SaveAssets();
+ EditorUtility.SetDirty(settings);
+ }
+
+ //label for items
+ GUIContent label(string label){
+ return new GUIContent(label);
+ }
+
+ //Window to Edit an existing item
+ void DisplayMainArea(){
+ EditorGUIUtility.labelWidth = 270;
+
+ EditorGUILayout.Space();
+ BeginHeader("Global Game Settings");
+ settings.timeScale = EditorGUILayout.FloatField( new GUIContent("TimeScale: "), settings.timeScale);
+ settings.framerate = EditorGUILayout.IntField( new GUIContent("Framerate: "), settings.framerate);
+ settings.showFPSCounter = EditorGUILayout.Toggle( new GUIContent("Show FPS counter: "), settings.showFPSCounter);
+ EditorGUILayout.Space();
+
+ EditorGUILayout.Space();
+ BeginHeader("Global Audio Settings");
+ settings.SFXVolume = EditorGUILayout.FloatField( new GUIContent("SFX Volume: "), Mathf.Clamp(settings.SFXVolume, 0f, 1f));
+ settings.MusicVolume = EditorGUILayout.FloatField( new GUIContent("Music Volume: "), Mathf.Clamp(settings.MusicVolume, 0f, 1f));
+ EditorGUILayout.Space();
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings/Editor/GameSettingsEditor.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings/Editor/GameSettingsEditor.cs.meta
new file mode 100644
index 0000000..b3dc1e7
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings/Editor/GameSettingsEditor.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 0e772cef490d45d47b112e2ccf42a3bd
+timeCreated: 1473580056
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings/GameSettings.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings/GameSettings.cs
new file mode 100644
index 0000000..d0aa057
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings/GameSettings.cs
@@ -0,0 +1,17 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+using System;
+
+public class GameSettings : ScriptableObject {
+
+ [Header ("Application Settings")]
+ public float timeScale = 1f;
+ public int framerate = 60;
+ public bool showFPSCounter = false;
+
+ [Header ("Audio Settings")]
+ public float MusicVolume = .7f;
+ public float SFXVolume = .9f;
+
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings/GameSettings.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings/GameSettings.cs.meta
new file mode 100644
index 0000000..4055b61
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Settings/GameSettings.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: cac8fefbe0f702c41ab8fab332965669
+timeCreated: 1473580096
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI.meta
new file mode 100644
index 0000000..9404b51
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 7cec9716824187142ba867a72e770d8d
+folderAsset: yes
+timeCreated: 1472592343
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/ButtonFlicker.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/ButtonFlicker.cs
new file mode 100644
index 0000000..35f16e7
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/ButtonFlicker.cs
@@ -0,0 +1,29 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.UI;
+
+public class ButtonFlicker : MonoBehaviour {
+
+ public Text buttonText;
+ public float flickerSpeed = 40f;
+ public float flickerDuration = 1f;
+
+ void OnDisable(){
+ buttonText.enabled = true;
+ }
+
+ public void StartButtonFlicker () {
+ StartCoroutine(ButtonFlickerCoroutine());
+ }
+
+ IEnumerator ButtonFlickerCoroutine(){
+ float t =0;
+ while(t < flickerDuration){
+ float i = Mathf.Sin(Time.time * flickerSpeed);
+ buttonText.enabled = (i>0);
+ t += Time.deltaTime;
+ yield return null;
+ }
+ buttonText.enabled = true;
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/ButtonFlicker.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/ButtonFlicker.cs.meta
new file mode 100644
index 0000000..08e46b3
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/ButtonFlicker.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 23db067b7d6b5db4984f2272747623eb
+timeCreated: 1472593158
+licenseType: Store
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+ executionOrder: 0
+ icon: {instanceID: 0}
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/FPSCounter.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/FPSCounter.cs
new file mode 100644
index 0000000..ad0cf97
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/FPSCounter.cs
@@ -0,0 +1,38 @@
+using UnityEngine;
+using UnityEngine.UI;
+using System.Collections;
+
+[RequireComponent(typeof(Text))]
+public class FPSCounter : MonoBehaviour {
+
+ public float frequency = 0.5f;
+ public int FramesPerSec { get; protected set; }
+ private Text text;
+
+ private void Start() {
+ text = GetComponent();
+
+ GameSettings settings = Resources.Load("GameSettings", typeof(GameSettings)) as GameSettings;
+ if(settings != null & settings.showFPSCounter) {
+ text.enabled = true;
+ StartCoroutine(FPS());
+ } else {
+ Destroy(gameObject);
+ }
+ }
+
+ private IEnumerator FPS() {
+ for(;;){
+ // Capture frame-per-second
+ int lastFrameCount = Time.frameCount;
+ float lastTime = Time.realtimeSinceStartup;
+ yield return new WaitForSeconds(frequency);
+ float timeSpan = Time.realtimeSinceStartup - lastTime;
+ int frameCount = Time.frameCount - lastFrameCount;
+
+ // Display
+ FramesPerSec = Mathf.RoundToInt(frameCount / timeSpan);
+ text.text = "FPS:" + FramesPerSec.ToString();
+ }
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/FPSCounter.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/FPSCounter.cs.meta
new file mode 100644
index 0000000..7696b9e
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/FPSCounter.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 939ca230c65bc334eaf818b393434780
+timeCreated: 1502806846
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/GameOverScrn.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/GameOverScrn.cs
new file mode 100644
index 0000000..0459bd3
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/GameOverScrn.cs
@@ -0,0 +1,89 @@
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.SceneManagement;
+
+public class GameOverScrn : UISceneLoader {
+
+ public Text text;
+ public Text subtext;
+ public string TextRestart = "Press any key to restart";
+ public string TextNextLevel = "Press any key to continue";
+ public Gradient ColorTransition;
+ public float speed = 3.5f;
+ private bool restartInProgress = false;
+
+ private void OnEnable() {
+ InputManager.onInputEvent += OnInputEvent;
+
+ //display subtext
+ if(subtext != null){
+ subtext.text = (GlobalGameSettings.LevelData.Count>0 && !lastLevelReached())? TextNextLevel : TextRestart;
+ } else {
+ Debug.Log("no subtext assigned");
+ }
+
+ restartInProgress = false;
+ }
+
+ private void OnDisable() {
+ InputManager.onInputEvent -= OnInputEvent;
+ }
+
+ //input event
+ private void OnInputEvent(string action, BUTTONSTATE buttonState) {
+ if(buttonState != BUTTONSTATE.PRESS) return;
+
+ //restart the current level
+ if(GlobalGameSettings.LevelData.Count == 0 || lastLevelReached())
+ LoadLevel(SceneManager.GetActiveScene().name, GlobalGameSettings.currentLevelId);
+
+ else {
+
+ //load the next level
+ if(GlobalGameSettings.LevelData.Count > 0) LoadLevel(GetNextSceneName(), GlobalGameSettings.currentLevelId + 1);
+ }
+ }
+
+ void Update(){
+
+ //text effect
+ if(text != null && text.gameObject.activeSelf){
+ float t = Mathf.PingPong(Time.time * speed, 1f);
+ text.color = ColorTransition.Evaluate(t);
+ }
+
+ //alternative input events
+ if(Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Return)){
+ OnInputEvent("AnyKey", BUTTONSTATE.PRESS);
+ }
+ }
+
+ //restarts the current level
+ void LoadLevel(string sceneName, int levelId){
+ if(!restartInProgress){
+ restartInProgress = true;
+
+ //sfx
+ GlobalAudioPlayer.PlaySFX("ButtonStart");
+
+ //button flicker
+ ButtonFlicker bf = GetComponentInChildren();
+ if(bf != null) bf.StartButtonFlicker();
+
+ //load scene
+ GlobalGameSettings.currentLevelId = levelId;
+ LoadScene(sceneName);
+ }
+ }
+
+ //returns the name of the next scene
+ string GetNextSceneName(){
+ return GlobalGameSettings.LevelData[GlobalGameSettings.currentLevelId+1].sceneToLoad;
+ }
+
+ //returns true if we are currently at the last level
+ bool lastLevelReached(){
+ int totalNumberOfLevels = Mathf.Clamp(GlobalGameSettings.LevelData.Count-1, 0, GlobalGameSettings.LevelData.Count);
+ return GlobalGameSettings.currentLevelId == totalNumberOfLevels;
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/GameOverScrn.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/GameOverScrn.cs.meta
new file mode 100644
index 0000000..40115e9
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/GameOverScrn.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: a5696379a28bb424a94a3228ed3f8471
+timeCreated: 1473537043
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIButton.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIButton.cs
new file mode 100644
index 0000000..146d306
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIButton.cs
@@ -0,0 +1,21 @@
+using UnityEngine;
+using UnityEngine.EventSystems;
+
+public class UIButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler {
+
+ public string actionDown = "";
+ public string actionUp = "";
+ private InputManager inputmanager;
+
+ void Update(){
+ if(inputmanager == null) inputmanager = GameObject.FindObjectOfType();
+ }
+
+ public void OnPointerDown(PointerEventData eventData){
+ if(inputmanager != null && actionDown != "") inputmanager.OnTouchScreenInputEvent(actionDown, BUTTONSTATE.PRESS);
+ }
+
+ public void OnPointerUp(PointerEventData eventData){
+ if(inputmanager != null && actionUp != "") inputmanager.OnTouchScreenInputEvent(actionUp, BUTTONSTATE.RELEASE);
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIButton.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIButton.cs.meta
new file mode 100644
index 0000000..6fb0d46
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIButton.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: a255461454fe0434389ea50888028916
+timeCreated: 1473233149
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIButtonEvents.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIButtonEvents.cs
new file mode 100644
index 0000000..f402c24
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIButtonEvents.cs
@@ -0,0 +1,86 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.UI;
+using UnityEngine.EventSystems;
+
+public class UIButtonEvents : UISceneLoader, IPointerDownHandler, ISelectHandler, ISubmitHandler {
+
+ public bool selectOnStart;
+ public string SFXOnButtonPress = "";
+ public string SFXOnButtonSelect = "";
+ private InputManager inputManager;
+ [HideInInspector]
+ public float menuOpenTime;
+
+ void OnEnable() {
+ menuOpenTime = Time.time;
+ InputManager.onInputEvent += OnInputEvent;
+ if(inputManager == null) inputManager = GameObject.FindObjectOfType();
+ if(selectOnStart) EventSystem.current.SetSelectedGameObject(gameObject);
+ }
+
+ void OnDisable() {
+ InputManager.onInputEvent -= OnInputEvent;
+ }
+
+ void OnInputEvent(string action, BUTTONSTATE buttonState){
+ if(buttonState != BUTTONSTATE.PRESS) return;
+
+ //only apply the following actions if this UI gameobject is currently selected
+ if(EventSystem.current.currentSelectedGameObject != gameObject) return;
+
+ //move navigation up
+ if(action == "Up"){
+ Selectable elementUp = EventSystem.current.currentSelectedGameObject.GetComponent().FindSelectableOnUp();
+ if(elementUp != null) StartCoroutine(selectUIItem(elementUp.gameObject));
+ }
+
+ //move navigation down
+ if(action == "Down"){
+ Selectable elementDown = EventSystem.current.currentSelectedGameObject.GetComponent().FindSelectableOnDown();
+ if(elementDown != null) StartCoroutine(selectUIItem(elementDown.gameObject));
+ }
+
+ //move navigation left
+ if(action == "Left"){
+ Selectable elementLeft = EventSystem.current.currentSelectedGameObject.GetComponent().FindSelectableOnLeft();
+ if(elementLeft != null) StartCoroutine(selectUIItem(elementLeft.gameObject));
+ }
+
+ //move navigation right
+ if(action == "Right"){
+ Selectable elementRight = EventSystem.current.currentSelectedGameObject.GetComponent().FindSelectableOnRight();
+ if(elementRight != null) StartCoroutine(selectUIItem(elementRight.gameObject));
+ }
+ }
+
+ //select another ui gameobject
+ IEnumerator selectUIItem(GameObject GO){
+ yield return null; //skip 1 frame, otherwise the OnControllerInputEvent triggers all ui items in a row
+ EventSystem.current.SetSelectedGameObject(GO);
+ }
+
+ void Update(){
+
+ //ensure a button select even when a mouse takes the focus of a button away
+ if(inputManager == null) return;
+ if(inputManager.inputType == INPUTTYPE.JOYPAD || inputManager.inputType == INPUTTYPE.KEYBOARD){
+ if(EventSystem.current.currentSelectedGameObject == null && selectOnStart) EventSystem.current.SetSelectedGameObject(gameObject);
+ }
+ }
+
+ //Play a sfx when this button is selected or on mouseover
+ public virtual void OnSelect(BaseEventData eventData){
+ if(Time.time - menuOpenTime > .1f) GlobalAudioPlayer.PlaySFX(SFXOnButtonSelect);
+ }
+
+ //Play a sfx when this button is activated by a controller
+ public virtual void OnSubmit(BaseEventData eventData){
+ GlobalAudioPlayer.PlaySFX(SFXOnButtonPress);
+ }
+
+ //Play a sfx when this button is clicked or touched
+ public virtual void OnPointerDown(PointerEventData eventData){
+ GlobalAudioPlayer.PlaySFX(SFXOnButtonPress);
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIButtonEvents.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIButtonEvents.cs.meta
new file mode 100644
index 0000000..d05e4ed
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIButtonEvents.cs.meta
@@ -0,0 +1,13 @@
+fileFormatVersion: 2
+guid: 83e03ebc5db3dc24894635a094fdfea1
+timeCreated: 1546167211
+licenseType: Store
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UICharSelection.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UICharSelection.cs
new file mode 100644
index 0000000..468195f
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UICharSelection.cs
@@ -0,0 +1,61 @@
+using System.Collections;
+using UnityEngine;
+
+public class UICharSelection : UISceneLoader {
+
+ private UICharSelectionPortrait[] portraits;
+
+ void OnEnable(){
+ InputManager.onInputEvent += OnInputEvent;
+ }
+
+ void OnDisable() {
+ InputManager.onInputEvent += OnInputEvent;
+ }
+
+ void Start(){
+
+ //find all character portraits
+ portraits = GetComponentsInChildren();
+
+ //select first portrait by default
+ GetComponentInChildren().OnClick();
+ }
+
+ void OnInputEvent(string action, BUTTONSTATE buttonState){
+
+ //move left
+ if(action == "Left" && buttonState == BUTTONSTATE.PRESS) OnLeftButtonDown();
+
+ //move right
+ if(action == "Right" && buttonState == BUTTONSTATE.PRESS) OnRightButtonDown();
+
+ }
+
+ //select portrait on the left
+ void OnLeftButtonDown(){
+ int selectedPortrait = getSelectedPortrait();
+ portraits[selectedPortrait].Selected = false; //disable the current selection
+ if(selectedPortrait-1 >= 0) portraits[selectedPortrait-1].OnClick(); //select previous portrait
+ }
+
+ //select portrait on the right
+ void OnRightButtonDown(){
+ int selectedPortrait = getSelectedPortrait();
+ portraits[selectedPortrait].Selected = false; //disable the current selection
+ if(selectedPortrait+1 < portraits.Length) portraits[selectedPortrait+1].OnClick(); //select next portrait
+ }
+
+ //returns the index of the current selected portrait
+ int getSelectedPortrait(){
+ for(int i = 0; i < portraits.Length; i++) {
+ if(portraits[i].Selected) return i;
+ }
+ return 0;
+ }
+
+ //select a player
+ public void SelectPlayer(GameObject playerPrefab){
+ GlobalGameSettings.Player1Prefab = playerPrefab;
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UICharSelection.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UICharSelection.cs.meta
new file mode 100644
index 0000000..e31bc6b
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UICharSelection.cs.meta
@@ -0,0 +1,13 @@
+fileFormatVersion: 2
+guid: d002a4ed967fb4a4d8d68875113e4ff3
+timeCreated: 1546169664
+licenseType: Store
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UICharSelectionPortrait.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UICharSelectionPortrait.cs
new file mode 100644
index 0000000..04c3730
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UICharSelectionPortrait.cs
@@ -0,0 +1,23 @@
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.EventSystems;
+
+public class UICharSelectionPortrait : MonoBehaviour {
+
+ public bool Selected;
+
+ [Header("The Player Character Prefab")]
+ public GameObject PlayerPrefab;
+
+ [Header("HUD Portrait")]
+ public Sprite HUDPortrait;
+
+ public void OnClick(){
+ Selected = true;
+
+ //set selected player prefab
+ UICharSelection characterSelectionScrn = GameObject.FindObjectOfType();
+ if(characterSelectionScrn) characterSelectionScrn.SelectPlayer(PlayerPrefab);
+
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UICharSelectionPortrait.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UICharSelectionPortrait.cs.meta
new file mode 100644
index 0000000..dcad353
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UICharSelectionPortrait.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 14a4f643a8b7dab44b8d2826f17b5c5d
+timeCreated: 1507800909
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIFader.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIFader.cs
new file mode 100644
index 0000000..f5a296d
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIFader.cs
@@ -0,0 +1,42 @@
+using UnityEngine;
+using System.Collections;
+using Image = UnityEngine.UI.Image;
+
+public class UIFader : MonoBehaviour {
+
+ public Image img;
+ public enum FADE { FadeIn, FadeOut }
+
+ public void Fade(FADE fadeDir, float fadeDuration, float StartDelay){
+ if(img != null){
+
+ if (fadeDir == FADE.FadeIn){
+ StartCoroutine(FadeCoroutine(1f, 0f, fadeDuration, StartDelay, true));
+ }
+
+ if (fadeDir == FADE.FadeOut){
+ StartCoroutine(FadeCoroutine(0f, 1f, fadeDuration, StartDelay, false));
+
+ }
+ }
+ }
+
+ IEnumerator FadeCoroutine(float From, float To, float Duration, float StartDelay, bool DisableOnFinish){
+ yield return new WaitForSeconds(StartDelay);
+
+ float t=0;
+ Color col = img.color;
+ img.enabled = true;
+ img.color = new Color(col.r, col.g, col.b, From);
+
+ while(t<1){
+ float alpha = Mathf.Lerp (From, To, t);
+ img.color = new Color(col.r, col.g, col.b, alpha);
+ t += Time.deltaTime/Duration;
+ yield return 0;
+ }
+
+ img.color = new Color(col.r, col.g, col.b, To);
+ img.enabled = !DisableOnFinish;
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIFader.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIFader.cs.meta
new file mode 100644
index 0000000..7103007
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIFader.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 9f4561277b6c7be44af3d2c5ff0e04f1
+timeCreated: 1472592368
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIHUDHealthBar.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIHUDHealthBar.cs
new file mode 100644
index 0000000..48a9254
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIHUDHealthBar.cs
@@ -0,0 +1,60 @@
+using UnityEngine;
+using UnityEngine.UI;
+
+[RequireComponent(typeof(Slider))]
+public class UIHUDHealthBar : MonoBehaviour {
+
+ public Text nameField;
+ public Image playerPortrait;
+ public Slider HpSlider;
+ public bool isPlayer;
+
+ void OnEnable() {
+ HealthSystem.onHealthChange += UpdateHealth;
+ }
+
+ void OnDisable() {
+ HealthSystem.onHealthChange -= UpdateHealth;
+ }
+
+ void Start(){
+ if(!isPlayer) Invoke("HideOnDestroy", Time.deltaTime); //hide enemy healthbar at start
+ if(isPlayer) SetPlayerPortraitAndName();
+ }
+
+ void UpdateHealth(float percentage, GameObject go){
+ if(isPlayer && go.CompareTag("Player")){
+ HpSlider.value = percentage;
+ }
+
+ if(!isPlayer && go.CompareTag("Enemy")){
+ HpSlider.gameObject.SetActive(true);
+ HpSlider.value = percentage;
+ nameField.text = go.GetComponent().enemyName;
+ if(percentage == 0) Invoke("HideOnDestroy", 2);
+ }
+ }
+
+ void HideOnDestroy(){
+ HpSlider.gameObject.SetActive(false);
+ nameField.text = "";
+ }
+
+ //loads the HUD icon of the player from the player prefab (Healthsystem)
+ void SetPlayerPortraitAndName(){
+ if(playerPortrait != null){
+ GameObject player = GameObject.FindGameObjectWithTag("Player");
+ HealthSystem healthSystem = player.GetComponent();
+
+ if(player && healthSystem != null){
+
+ //set portrait
+ Sprite HUDPortrait = healthSystem.HUDPortrait;
+ playerPortrait.overrideSprite = HUDPortrait;
+
+ //set name
+ nameField.text = healthSystem.PlayerName;
+ }
+ }
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIHUDHealthBar.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIHUDHealthBar.cs.meta
new file mode 100644
index 0000000..5921a1e
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIHUDHealthBar.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 382026a340cf0af43b82bb49a00d3360
+timeCreated: 1470516705
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIHelpText.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIHelpText.cs
new file mode 100644
index 0000000..aa36390
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIHelpText.cs
@@ -0,0 +1,40 @@
+using UnityEngine;
+using System.Collections;
+
+public class UIHelpText : MonoBehaviour {
+
+ public float MenuDisplayTime = 7f;
+ public float LerpTime = 2f;
+ private InputManager inputmanager;
+ public bool DestroyOnFinish = true;
+
+ void Start () {
+ inputmanager = GameObject.FindObjectOfType();
+ StartCoroutine(HideMenu(MenuDisplayTime));
+ }
+
+ void Update(){
+
+ //remove the keyboard instructions when the current inputType is not set to keyboard
+ if(inputmanager != null && inputmanager.inputType != INPUTTYPE.KEYBOARD) {
+ Destroy(gameObject);
+ }
+ }
+
+ //fade out
+ IEnumerator HideMenu(float delay){
+ yield return new WaitForSeconds(delay);
+ RectTransform rect = GetComponent();
+ Vector2 startPos = rect.anchoredPosition;
+ Vector2 endPos = new Vector2(startPos.x, startPos.y + rect.sizeDelta.y);
+
+ float t = 0;
+ while(t < 1) {
+ if(rect != null) rect.anchoredPosition = Vector2.Lerp(startPos, endPos, MathUtilities.CoSinLerp(0, 1, t));
+ t += Time.deltaTime/LerpTime;
+ yield return null;
+ }
+
+ if(DestroyOnFinish) Destroy(gameObject);
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIHelpText.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIHelpText.cs.meta
new file mode 100644
index 0000000..8036ab3
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIHelpText.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 9cf47cddd45890849ab6da3e8b4d6bbe
+timeCreated: 1503299429
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIInputList.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIInputList.cs
new file mode 100644
index 0000000..9c9930e
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIInputList.cs
@@ -0,0 +1,35 @@
+using UnityEngine;
+using UnityEngine.UI;
+
+public class UIInputList : MonoBehaviour {
+
+ private int maxIconCount = 20; //the max number of icons in the list
+
+ void OnEnable(){
+ InputManager.onInputEvent += OnInputEvent;
+ }
+
+ void OnDisable(){
+ InputManager.onInputEvent -= OnInputEvent;
+ }
+
+ void OnInputEvent(string action, BUTTONSTATE buttonState){
+ if(buttonState != BUTTONSTATE.PRESS) return; //only respond to button press states
+
+ Sprite icon = Resources.Load("Icons/Icon" + action);
+ if(icon != null) AddIcon(action.ToString(), icon);
+ }
+
+ //adds a new icon to the input list
+ void AddIcon(string iconName, Sprite iconSprite){
+ GameObject icon = new GameObject();
+ Image img = icon.AddComponent();
+ img.sprite = iconSprite;
+ icon.GetComponent().SetParent(transform);
+ icon.GetComponent().transform.localScale = Vector3.one;
+ icon.transform.SetAsFirstSibling();
+ icon.name = iconName;
+ icon.gameObject.AddComponent();
+ if(transform.childCount > maxIconCount) Destroy(transform.GetChild(maxIconCount).gameObject);
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIInputList.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIInputList.cs.meta
new file mode 100644
index 0000000..3402d1c
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIInputList.cs.meta
@@ -0,0 +1,13 @@
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+guid: 59a4b88330e84e249a5dabc3ea08d5cd
+timeCreated: 1545607009
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+ externalObjects: {}
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIJoystick.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIJoystick.cs
new file mode 100644
index 0000000..06ed126
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIJoystick.cs
@@ -0,0 +1,81 @@
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.UI;
+using System;
+
+[RequireComponent(typeof(RectTransform))]
+public class UIJoystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler {
+
+ public RectTransform handle;
+ public float radius = 40f;
+ public float autoReturnSpeed = 8f;
+ private bool returnToStartPos;
+ private RectTransform parentRect;
+ private InputManager inputmanager;
+
+ void OnEnable(){
+ returnToStartPos = true;
+ handle.transform.SetParent(transform);
+ parentRect = GetComponent();
+ }
+
+ void Update() {
+ if(inputmanager == null) inputmanager = GameObject.FindObjectOfType();
+
+ //return to start position
+ if (returnToStartPos) {
+ if (handle.anchoredPosition.magnitude > Mathf.Epsilon) {
+ handle.anchoredPosition -= new Vector2 (handle.anchoredPosition.x * autoReturnSpeed, handle.anchoredPosition.y * autoReturnSpeed) * Time.deltaTime;
+ inputmanager.OnTouchScreenJoystickEvent(Vector2.zero);
+ } else {
+ returnToStartPos = false;
+ }
+ }
+ }
+
+ //return coordinates
+ public Vector2 Coordinates {
+ get {
+ if (handle.anchoredPosition.magnitude < radius){
+ return handle.anchoredPosition / radius;
+ }
+ return handle.anchoredPosition.normalized;
+ }
+ }
+
+ //touch down
+ void IPointerDownHandler.OnPointerDown(PointerEventData eventData) {
+ returnToStartPos = false;
+ var handleOffset = GetJoystickOffset(eventData);
+ handle.anchoredPosition = handleOffset;
+ if(inputmanager != null) inputmanager.OnTouchScreenJoystickEvent(handleOffset.normalized);
+ }
+
+ //touch drag
+ void IDragHandler.OnDrag(PointerEventData eventData) {
+ var handleOffset = GetJoystickOffset(eventData);
+ handle.anchoredPosition = handleOffset;
+ if(inputmanager != null) inputmanager.OnTouchScreenJoystickEvent(handleOffset.normalized);
+ }
+
+ //touch up
+ void IPointerUpHandler.OnPointerUp(PointerEventData eventData) {
+ returnToStartPos = true;
+ }
+
+ //get offset
+ private Vector2 GetJoystickOffset(PointerEventData eventData) {
+
+ Vector3 globalHandle;
+ if (RectTransformUtility.ScreenPointToWorldPointInRectangle (parentRect, eventData.position, eventData.pressEventCamera, out globalHandle)) {
+ handle.position = globalHandle;
+ }
+
+ var handleOffset = handle.anchoredPosition;
+ if (handleOffset.magnitude > radius) {
+ handleOffset = handleOffset.normalized * radius;
+ handle.anchoredPosition = handleOffset;
+ }
+ return handleOffset;
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIJoystick.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIJoystick.cs.meta
new file mode 100644
index 0000000..42d546b
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIJoystick.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UILevelItem.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UILevelItem.cs
new file mode 100644
index 0000000..77cc0f1
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UILevelItem.cs
@@ -0,0 +1,24 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.SceneManagement;
+
+public class UILevelItem : UIButtonEvents {
+
+ public LevelData levelData;
+
+ override public void OnSelect(BaseEventData eventData){
+ if(Time.time - menuOpenTime > .1f) GlobalAudioPlayer.PlaySFX(SFXOnButtonSelect);
+ }
+
+ override public void OnSubmit(BaseEventData eventData){
+ GlobalAudioPlayer.PlaySFX(SFXOnButtonPress);
+ GlobalGameSettings.currentLevelId = levelData.levelId;
+ LoadScene(levelData.sceneToLoad);
+ }
+
+ override public void OnPointerDown(PointerEventData eventData){
+ OnSubmit(new BaseEventData(EventSystem.current));
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UILevelItem.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UILevelItem.cs.meta
new file mode 100644
index 0000000..ed37a29
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UILevelItem.cs.meta
@@ -0,0 +1,13 @@
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+guid: 4973e4a966ff3d048b99b40c8444b659
+timeCreated: 1546442046
+licenseType: Store
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UILevelSelection.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UILevelSelection.cs
new file mode 100644
index 0000000..213565c
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UILevelSelection.cs
@@ -0,0 +1,74 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.EventSystems;
+
+public class UILevelSelection : MonoBehaviour {
+
+ #if UNITY_EDITOR
+ [HelpAttribute("Open the 'Level Data' Dropdown to add/edit level information. If you want to change the layout go to the 'LevelGrid' Gameobject and edit the settings of the 'Grid Layout Group'.", UnityEditor.MessageType.Info)]
+ #endif
+
+ public GameObject LevelItemPrefab;
+ public GameObject UIGrid;
+ public LevelData[] levelData;
+ private bool selectFirstLevel = true;
+
+ void Start(){
+ int levelCount = 0;
+
+ //Create level items in UIgrid
+ foreach(LevelData _leveldata in levelData){
+
+ //Save level list in globalGameData for later use
+ GlobalGameSettings.LevelData.Add(_leveldata);
+
+ //Create a UI level item
+ GameObject UILevelItem = GameObject.Instantiate(LevelItemPrefab, UIGrid.transform) as GameObject;
+
+ //Fill UI level item with data
+ if(UILevelItem != null){
+ UILevelItem.name = _leveldata.levelTitle;
+
+ //pass level data to level item
+ UILevelItem levelItem = UILevelItem.GetComponent();
+ if(levelItem != null){
+ levelItem.levelData = _leveldata;
+ levelItem.levelData.levelId = levelCount;
+ levelCount ++;
+ }
+
+ //Select the 1st level
+ if(selectFirstLevel) {
+ EventSystem.current.SetSelectedGameObject(UILevelItem);
+ selectFirstLevel = false;
+ }
+
+ //Set level text
+ Text levelTitle = UILevelItem.GetComponentInChildren();
+ if(levelTitle != null) levelTitle.text = _leveldata.levelTitle;
+
+ //Load level sprite...if there is one
+ Image levelImg = UILevelItem.GetComponent();
+ if(levelImg == null) return;
+
+ if(_leveldata.levelSprite == null) {
+ levelImg.enabled = false;
+ Debug.Log("No level sprite assigned for " + _leveldata.levelTitle);
+
+ } else {
+ levelImg.sprite = _leveldata.levelSprite;
+ }
+ }
+ }
+ }
+}
+
+[System.Serializable]
+public class LevelData {
+ public string levelTitle = "";
+ public Sprite levelSprite;
+ public string sceneToLoad = "";
+ [HideInInspector] public int levelId = 0;
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UILevelSelection.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UILevelSelection.cs.meta
new file mode 100644
index 0000000..5e3d694
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UILevelSelection.cs.meta
@@ -0,0 +1,13 @@
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+timeCreated: 1545678268
+licenseType: Store
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIManager.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIManager.cs
new file mode 100644
index 0000000..5dcdb41
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIManager.cs
@@ -0,0 +1,76 @@
+using UnityEngine;
+
+public class UIManager : MonoBehaviour {
+
+ public UIFader UI_fader;
+ public UI_Screen[] UIMenus;
+
+ void Awake(){
+ DisableAllScreens();
+
+ //don't destroy
+ DontDestroyOnLoad(gameObject);
+ }
+
+ //shows a menu by name
+ public void ShowMenu(string name, bool disableAllScreens){
+ if(disableAllScreens) DisableAllScreens();
+
+ foreach (UI_Screen UI in UIMenus){
+ if (UI.UI_Name == name) {
+ if (UI.UI_Gameobject != null) {
+ UI.UI_Gameobject.SetActive (true);
+ SetTouchScreenControls(UI);
+
+ } else {
+ Debug.Log ("no menu found with name: " + name);
+ }
+ }
+ }
+
+ //fadeIn
+ if (UI_fader != null) UI_fader.gameObject.SetActive (true);
+ UI_fader.Fade (UIFader.FADE.FadeIn, .5f, .3f);
+ }
+
+ public void ShowMenu(string name){
+ ShowMenu(name, true);
+ }
+
+ //close a menu by name
+ public void CloseMenu(string name){
+ foreach (UI_Screen UI in UIMenus){
+ if (UI.UI_Name == name) UI.UI_Gameobject.SetActive (false);
+ }
+ }
+
+ //disable all the menus
+ public void DisableAllScreens(){
+ foreach (UI_Screen UI in UIMenus){
+ if(UI.UI_Gameobject != null)
+ UI.UI_Gameobject.SetActive(false);
+ else
+ Debug.Log("Null ref found in UI with name: " + UI.UI_Name);
+ }
+ }
+
+ //show or hide touch screen controls
+ void SetTouchScreenControls(UI_Screen UI){
+ if(UI.UI_Name == "TouchScreenControls") return;
+ InputManager inputManager = GameObject.FindObjectOfType();
+ if(inputManager != null && inputManager.inputType == INPUTTYPE.TOUCHSCREEN){
+ if(UI.showTouchControls){
+ ShowMenu("TouchScreenControls", false);
+ } else {
+ CloseMenu("TouchScreenControls");
+ }
+ }
+ }
+}
+
+[System.Serializable]
+public class UI_Screen {
+ public string UI_Name;
+ public GameObject UI_Gameobject;
+ public bool showTouchControls;
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIManager.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIManager.cs.meta
new file mode 100644
index 0000000..6e16dc3
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+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIManager.cs.meta
@@ -0,0 +1,12 @@
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+guid: a2b24b40203dc3143bea602429691caa
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UISceneLoader.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UISceneLoader.cs
new file mode 100644
index 0000000..ff5dfc8
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UISceneLoader.cs
@@ -0,0 +1,27 @@
+using System.Collections;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+public class UISceneLoader : MonoBehaviour {
+
+ private bool loadSceneInProgress;
+
+ //load a new scene
+ public void LoadScene(string sceneName){
+ if(!loadSceneInProgress) StartCoroutine(LoadSceneCoroutine(sceneName));
+ }
+
+ IEnumerator LoadSceneCoroutine(string sceneName){
+ loadSceneInProgress = true;
+
+ //Fade out screen
+ UIFader fader = GameObject.FindObjectOfType();
+ if(fader != null) fader.Fade(UIFader.FADE.FadeOut, 0.4f, 0.4f);
+ yield return new WaitForSeconds(1f);
+
+ //Load new scene
+ SceneManager.LoadScene(sceneName);
+
+ loadSceneInProgress = false;
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UISceneLoader.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UISceneLoader.cs.meta
new file mode 100644
index 0000000..df76d38
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UISceneLoader.cs.meta
@@ -0,0 +1,13 @@
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UISpriteFade.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UISpriteFade.cs
new file mode 100644
index 0000000..8f6b8f0
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UISpriteFade.cs
@@ -0,0 +1,29 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+//fades a sprite until it becomes invisible
+[RequireComponent(typeof(Sprite))]
+public class UISpriteFade : MonoBehaviour {
+
+ private float Delay = .5f;
+ private float fadeTime = 2f;
+ private bool destroyAtFadeEnd = true;
+ private Image image;
+
+ IEnumerator Start(){
+ yield return new WaitForSeconds(Delay);
+ image = GetComponent();
+
+ float t = 1;
+ while(t > 0) {
+ if(image) image.color = new Color(1f, 1f, 1f, t);
+ t -= Time.deltaTime / fadeTime;
+ yield return null;
+ }
+
+ image.color = new Color(1f, 1f, 1f, 0);
+ if(destroyAtFadeEnd) Destroy(gameObject);
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UISpriteFade.cs.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UISpriteFade.cs.meta
new file mode 100644
index 0000000..2357775
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@@ -0,0 +1,13 @@
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new file mode 100644
index 0000000..4e305f0
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@@ -0,0 +1,9 @@
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Settings/Resources.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Settings/Resources.meta
new file mode 100644
index 0000000..2696cb4
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+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Settings/Resources.meta
@@ -0,0 +1,9 @@
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Settings/Resources/GameSettings.asset b/unity_project/Assets/BeatEmUp_GameTemplate3D/Settings/Resources/GameSettings.asset
new file mode 100644
index 0000000..a2bc8c1
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Settings/Resources/GameSettings.asset
@@ -0,0 +1,18 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
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+ m_Name: GameSettings
+ m_EditorClassIdentifier:
+ timeScale: 1
+ framerate: -1
+ showFPSCounter: 0
+ MusicVolume: 0.7
+ SFXVolume: 1
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Settings/Resources/GameSettings.asset.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Settings/Resources/GameSettings.asset.meta
new file mode 100644
index 0000000..9f1ca9a
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders.meta
new file mode 100644
index 0000000..0b57c3d
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders.meta
@@ -0,0 +1,9 @@
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/AdditiveInFront.shader b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/AdditiveInFront.shader
new file mode 100644
index 0000000..292a42d
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/AdditiveInFront.shader
@@ -0,0 +1,57 @@
+Shader "Custom/AdditiveInFront" {
+
+ Properties {
+ _Color ("Main Color", COLOR) = (1,1,1,1)
+ _MainTex ("Particle Texture", 2D) = "white" {}
+ }
+
+ Category {
+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+ Blend SrcAlpha One
+ Cull Off Lighting Off ZWrite Off ZTest Always
+
+ SubShader {
+ Pass {
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fog
+
+ #include "UnityCG.cginc"
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+
+ struct appdata_t {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ };
+
+ struct v2f {
+ float4 vertex : SV_POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ UNITY_FOG_COORDS(1)
+ };
+
+ v2f vert (appdata_t v) {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.color = v.color;
+ o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
+ UNITY_TRANSFER_FOG(o,o.vertex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target {
+ fixed4 col = i.color * tex2D(_MainTex, i.texcoord);
+ UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
+ return col;
+ }
+ ENDCG
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/AdditiveInFront.shader.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/AdditiveInFront.shader.meta
new file mode 100644
index 0000000..9b2c8a3
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+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/AdditiveInFront.shader.meta
@@ -0,0 +1,9 @@
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/AdditiveTint.shader b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/AdditiveTint.shader
new file mode 100644
index 0000000..084aeaa
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/AdditiveTint.shader
@@ -0,0 +1,60 @@
+Shader "Custom/AdditiveTint" {
+ Properties {
+ _Color ("Main Color", COLOR) = (1,1,1,1)
+ _MainTex ("Particle Texture", 2D) = "white" {}
+ }
+
+ Category {
+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+ Blend SrcAlpha One
+ Cull Off Lighting Off ZWrite Off
+
+ SubShader {
+ Pass {
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fog
+
+ #include "UnityCG.cginc"
+
+ sampler2D _MainTex;
+
+ struct appdata_t {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ };
+
+ struct v2f {
+ float4 vertex : SV_POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ UNITY_FOG_COORDS(1)
+ };
+
+ float4 _MainTex_ST;
+ fixed4 _Color;
+
+ v2f vert (appdata_t v)
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.color = v.color;
+ o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
+ UNITY_TRANSFER_FOG(o,o.vertex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ fixed4 col = i.color * tex2D(_MainTex, i.texcoord) * _Color;
+ UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
+ return col;
+ }
+ ENDCG
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/AdditiveTint.shader.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/AdditiveTint.shader.meta
new file mode 100644
index 0000000..4f3d3ab
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/AdditiveTint.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 60e743529586230489e2be938c11213a
+timeCreated: 1499952119
+licenseType: Store
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapAdd.shader b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapAdd.shader
new file mode 100644
index 0000000..a892d8d
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapAdd.shader
@@ -0,0 +1,76 @@
+Shader "Custom/MatcapAdditive"
+{
+ Properties {
+ _MainTex ("Base (RGB)", 2D) = "white" {}
+ _BumpMap ("Normal Map", 2D) = "bump" {}
+ _MatCap ("MatCap (RGB)", 2D) = "white" {}
+ _AOMap ("Ambient Occlusion Map (RGB)", 2D) = "white" {}
+ }
+
+ Subshader {
+ Tags { "RenderType"="Opaque"}
+
+ Pass {
+ Tags { "LightMode" = "Always" }
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma fragmentoption ARB_precision_hint_fastest
+ #pragma shader_feature MATCAP_ACCURATE
+ #pragma multi_compile_fog
+ #include "UnityCG.cginc"
+
+ struct v2f {
+ float4 pos : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ float2 uv_bump : TEXCOORD1;
+
+ float3 c0 : TEXCOORD2;
+ float3 c1 : TEXCOORD3;
+ UNITY_FOG_COORDS(4)
+ };
+
+ uniform float4 _MainTex_ST;
+ uniform float4 _BumpMap_ST;
+
+ v2f vert (appdata_tan v) {
+ v2f o;
+ o.pos = UnityObjectToClipPos (v.vertex);
+
+ o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
+ o.uv_bump = TRANSFORM_TEX(v.texcoord,_BumpMap);
+
+ v.normal = normalize(v.normal);
+ v.tangent = normalize(v.tangent);
+ TANGENT_SPACE_ROTATION;
+ o.c0 = mul(rotation, normalize(UNITY_MATRIX_IT_MV[0].xyz));
+ o.c1 = mul(rotation, normalize(UNITY_MATRIX_IT_MV[1].xyz));
+
+ UNITY_TRANSFER_FOG(o, o.pos);
+
+ return o;
+ }
+
+ uniform sampler2D _MainTex;
+ uniform sampler2D _AOMap;
+ uniform sampler2D _BumpMap;
+ uniform sampler2D _MatCap;
+
+ fixed4 frag (v2f i) : COLOR {
+ fixed4 tex = tex2D(_MainTex, i.uv);
+ fixed4 _AOTex = tex2D(_AOMap, i.uv);
+ fixed3 normals = UnpackNormal(tex2D(_BumpMap, i.uv_bump));
+
+ half2 capCoord = half2(dot(i.c0, normals), dot(i.c1, normals));
+ float4 mc = (tex + (tex2D(_MatCap, capCoord*0.5 + 0.5)*2.0) - 1.0) * _AOTex;
+
+ UNITY_APPLY_FOG(i.fogCoord, mc);
+ return mc;
+ }
+ ENDCG
+ }
+ }
+
+ Fallback "VertexLit"
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapAdd.shader.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapAdd.shader.meta
new file mode 100644
index 0000000..e1fce64
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapAdd.shader.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: ab587ef05bd2a724cb41e345bf85b97a
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapShine.shader b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapShine.shader
new file mode 100644
index 0000000..100ed35
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapShine.shader
@@ -0,0 +1,91 @@
+Shader "Custom/MatCapShine"
+{
+ Properties
+ {
+ _MainTex ("Base (RGB)", 2D) = "white" {}
+ _MatCap ("MatCap (RGB)", 2D) = "white" {}
+ _MatCapStrength ("MatCapStrength", Range (0,3)) = 1
+ _ShineRamp ("ShineRamp", 2D) = "white" {}
+ _ShineStrength ("Shine Strength", Range (0,5)) = 2
+ _ScrollSpeed ("Shine Scroll Speed", Float) = 10.0
+ }
+
+ Subshader
+ {
+ Tags { "RenderType"="Opaque" }
+
+ Pass
+ {
+ Tags { "LightMode" = "Always" }
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma fragmentoption ARB_precision_hint_fastest
+ #pragma multi_compile_fog
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float3 normal : NORMAL;
+ float2 uv1 : TEXCOORD0;
+ float2 uv2 : TEXCOORD1;
+ float2 cap : TEXCOORD2;
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float2 uv1 : TEXCOORD0;
+ float2 uv2 : TEXCOORD1;
+ float2 cap : TEXCOORD2;
+ UNITY_FOG_COORDS(3)
+ };
+
+ uniform float4 _MainTex_ST;
+ uniform float4 _ShineRamp_ST;
+ uniform float _ScrollSpeed;
+ uniform sampler2D _MainTex;
+ uniform sampler2D _ShineRamp;
+ uniform sampler2D _MatCap;
+ uniform float _MatCapStrength;
+ uniform float _ShineStrength;
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ o.pos = UnityObjectToClipPos (v.vertex);
+ o.uv1 = TRANSFORM_TEX(v.uv1, _MainTex);
+
+ //effect uvs
+ o.uv2 = TRANSFORM_TEX(v.uv2, _ShineRamp) + frac(float2(_ScrollSpeed, _ScrollSpeed) * _Time);
+
+ //view normals
+ float3 worldNorm = normalize(unity_WorldToObject[0].xyz * v.normal.x + unity_WorldToObject[1].xyz * v.normal.y + unity_WorldToObject[2].xyz * v.normal.z);
+ worldNorm = mul((float3x3)UNITY_MATRIX_V, worldNorm);
+ o.cap.xy = worldNorm.xy * 0.5 + 0.5;
+
+ //fog
+ UNITY_TRANSFER_FOG(o, o.pos);
+
+ return o;
+ }
+
+ float4 frag (v2f i) : COLOR
+ {
+ fixed4 tex = tex2D(_MainTex, i.uv1);
+ fixed4 shine = tex2D(_ShineRamp, i.uv2) * _ShineStrength;
+ float4 matCap = tex2D(_MatCap, i.cap) * _MatCapStrength;
+ float4 col = tex * matCap * 2.0 + shine;
+ UNITY_APPLY_FOG(i.fogCoord, col);
+
+ return col;
+ }
+ ENDCG
+ }
+ }
+
+ Fallback "VertexLit"
+}
+
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapShine.shader.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapShine.shader.meta
new file mode 100644
index 0000000..3960a05
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapShine.shader.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 9175181c1fe6b95439bac32e7aba2360
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapSimple.shader b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapSimple.shader
new file mode 100644
index 0000000..963f0da
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapSimple.shader
@@ -0,0 +1,69 @@
+Shader "Custom/MatCapSimple"
+{
+ Properties
+ {
+ _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
+ _MainTex ("Base (RGB)", 2D) = "white" {}
+ _MatCap ("MatCap (RGB)", 2D) = "white" {}
+ _MatCapStrength ("MatCapStrength", Range (0,3)) = 1
+ }
+
+ Subshader
+ {
+ Tags { "RenderType"="Opaque" }
+
+ Pass
+ {
+ Tags { "LightMode" = "Always" }
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma fragmentoption ARB_precision_hint_fastest
+ #pragma multi_compile_fog
+ #include "UnityCG.cginc"
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float2 cap : TEXCOORD0;
+ float2 uv : TEXCOORD1;
+ UNITY_FOG_COORDS(2)
+ };
+
+ uniform float4 _MainTex_ST;
+
+ v2f vert (appdata_base v)
+ {
+ v2f o;
+ o.pos = UnityObjectToClipPos (v.vertex);
+ o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
+
+ float3 worldNorm = normalize(unity_WorldToObject[0].xyz * v.normal.x + unity_WorldToObject[1].xyz * v.normal.y + unity_WorldToObject[2].xyz * v.normal.z);
+ worldNorm = mul((float3x3)UNITY_MATRIX_V, worldNorm);
+ o.cap.xy = worldNorm.xy * 0.5 + 0.5;
+
+ UNITY_TRANSFER_FOG(o, o.pos);
+ return o;
+ }
+
+ uniform sampler2D _MainTex;
+ uniform float4 _Color;
+ uniform sampler2D _MatCap;
+ uniform float _MatCapStrength;
+
+ float4 frag (v2f i) : COLOR
+ {
+ fixed4 tex = tex2D(_MainTex, i.uv);
+ float4 mc = tex * (tex2D(_MatCap, i.cap) * _MatCapStrength);
+ mc = _Color * mc * 2.0;
+ UNITY_APPLY_FOG(i.fogCoord, mc);
+
+ return mc;
+ }
+ ENDCG
+ }
+ }
+
+ Fallback "VertexLit"
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapSimple.shader.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapSimple.shader.meta
new file mode 100644
index 0000000..b7f02e6
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapSimple.shader.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 37d880f097638474e8e0b76a95c16d4c
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapSimpleAlpha.shader b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapSimpleAlpha.shader
new file mode 100644
index 0000000..c9b7329
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapSimpleAlpha.shader
@@ -0,0 +1,58 @@
+Shader "Custom/SimpleAlpha"
+{
+ Properties
+ {
+ _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
+ _MainTex ("Base (RGB)", 2D) = "white" {}
+ }
+
+ Subshader
+ {
+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma fragmentoption ARB_precision_hint_fastest
+ #pragma multi_compile_fog
+ #include "UnityCG.cginc"
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float2 cap : TEXCOORD0;
+ float2 uv : TEXCOORD1;
+ UNITY_FOG_COORDS(2)
+ };
+
+ uniform float4 _MainTex_ST;
+
+ v2f vert (appdata_base v)
+ {
+ v2f o;
+ UNITY_INITIALIZE_OUTPUT(v2f, o);
+ o.pos = UnityObjectToClipPos (v.vertex);
+ o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
+
+ UNITY_TRANSFER_FOG(o, o.pos);
+ return o;
+ }
+
+ uniform sampler2D _MainTex;
+ uniform float4 _Color;
+
+ float4 frag (v2f i) : COLOR
+ {
+ fixed4 tex = tex2D(_MainTex, i.uv) * _Color;
+ UNITY_APPLY_FOG(i.fogCoord, tex);
+ return tex;
+ }
+ ENDCG
+ }
+ }
+
+ Fallback "VertexLit"
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapSimpleAlpha.shader.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapSimpleAlpha.shader.meta
new file mode 100644
index 0000000..caf2bd3
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/MatCapSimpleAlpha.shader.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 5f4e3337f27a9f84d9996fd1f9384986
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/SimpleAlphaColor.shader b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/SimpleAlphaColor.shader
new file mode 100644
index 0000000..42cc406
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/SimpleAlphaColor.shader
@@ -0,0 +1,59 @@
+Shader "Custom/SimpleAlphaColor"
+{
+ Properties
+ {
+ _Color ("Main Color", COLOR) = (1,1,1,1)
+ _MainTex ("Texture", 2D) = "white" {}
+ }
+ SubShader
+ {
+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+ Blend SrcAlpha OneMinusSrcAlpha
+ Cull Off Lighting Off ZWrite On
+ LOD 100
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fog
+
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ struct v2f
+ {
+ float2 uv : TEXCOORD0;
+ UNITY_FOG_COORDS(1)
+ float4 vertex : SV_POSITION;
+ };
+
+ sampler2D _MainTex;
+ fixed4 _Color;
+ float4 _MainTex_ST;
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ UNITY_TRANSFER_FOG(o,o.vertex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ fixed4 col = tex2D(_MainTex, i.uv) * _Color;
+ UNITY_APPLY_FOG(i.fogCoord, col);
+ return col;
+ }
+ ENDCG
+ }
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/SimpleAlphaColor.shader.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/SimpleAlphaColor.shader.meta
new file mode 100644
index 0000000..43fa737
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/SimpleAlphaColor.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: a63d290e1eb09984ab62e4dd70d9d408
+timeCreated: 1499971059
+licenseType: Store
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UnlitCubemap.shader b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UnlitCubemap.shader
new file mode 100644
index 0000000..741547c
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UnlitCubemap.shader
@@ -0,0 +1,32 @@
+Shader "Custom/UnlitCubemap" {
+
+ Properties {
+ _MainTex ("Texture", 2D) = "white" {}
+ _Cube ("Cube env tex", CUBE) = "black" {}
+ _MixPower ("Mix Power", Range (1, 0.01)) = 0.5
+ }
+
+ SubShader {
+ Tags { "RenderType" = "Opaque" }
+
+ CGPROGRAM
+ #pragma surface surf Lambert
+
+ struct Input {
+ float2 uv_MainTex;
+ float3 worldRefl;
+ };
+
+ sampler2D _MainTex;
+ samplerCUBE _Cube;
+ fixed _MixPower;
+
+ void surf (Input IN, inout SurfaceOutput o) {
+ fixed4 mytex = tex2D(_MainTex, IN.uv_MainTex);
+ o.Albedo = mytex.rgb * 0.5;
+ o.Emission = texCUBE (_Cube, IN.worldRefl).rgb * mytex.a;
+ }
+ ENDCG
+ }
+ Fallback "Diffuse"
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UnlitCubemap.shader.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UnlitCubemap.shader.meta
new file mode 100644
index 0000000..e7ae012
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UnlitCubemap.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: b225471ced9b08e47be9ef7ec769f98a
+timeCreated: 1500036607
+licenseType: Store
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UnlitLightMapEmissive.shader b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UnlitLightMapEmissive.shader
new file mode 100644
index 0000000..f36f0eb
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UnlitLightMapEmissive.shader
@@ -0,0 +1,72 @@
+Shader "Custom/UnlitLightMapEmissive"
+{
+ Properties
+ {
+ _Color ("Main Color", COLOR) = (1,1,1,1)
+ _MainTex ("Texture", 2D) = "white" {}
+ _LightMap ("LightMap", 2D) = "white" {}
+ _LightStrength ("light Strength", Range (0,5)) = 1
+ _Emission ("Emission", Range (0,1)) = 1
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" }
+ LOD 100
+
+ Pass
+ {
+ ZWrite On
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fog
+
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ float2 uv2 : TEXCOORD1;
+ };
+
+ struct v2f
+ {
+ float2 uv : TEXCOORD0;
+ float2 uv2 : TEXCOORD1;
+ UNITY_FOG_COORDS(2)
+ float4 vertex : SV_POSITION;
+ };
+
+ uniform sampler2D _MainTex;
+ uniform sampler2D _LightMap;
+ uniform float _LightStrength;
+ uniform float _Emission;
+ fixed4 _Color;
+ float4 _MainTex_ST;
+ float4 _LightMap_ST;
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ o.uv2 = TRANSFORM_TEX(v.uv2, _LightMap);
+ UNITY_TRANSFER_FOG(o,o.vertex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+
+ fixed4 tex = tex2D(_MainTex, i.uv);
+ fixed4 lm = tex2D(_LightMap, i.uv2);
+ float4 col = tex * ((lm * _LightStrength) + _Emission) * _Color;
+
+ UNITY_APPLY_FOG(i.fogCoord, col);
+ return col;
+ }
+ ENDCG
+ }
+ }
+}
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UnlitLightMapEmissive.shader.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UnlitLightMapEmissive.shader.meta
new file mode 100644
index 0000000..fbba48b
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UnlitLightMapEmissive.shader.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 6131ae38eb040274ca991eaba6ddb5d6
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UnlitLightMapEmissiveCubeMap.shader b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UnlitLightMapEmissiveCubeMap.shader
new file mode 100644
index 0000000..572034d
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UnlitLightMapEmissiveCubeMap.shader
@@ -0,0 +1,46 @@
+Shader "Custom/UnlitLightMapEmissiveCubeMap"
+{
+ Properties
+ {
+ _MainTex ("Base (RGB)", 2D) = "white" {}
+ _LightMap ("LightMap", 2D) = "black" {}
+ _Cube ("Cubemap", CUBE) = "" {}
+ _Emission ("Emission", Range (0,1)) = 1
+ _CubeStrength ("CubeMapStrength", Range (0,1)) = 1
+ _LightStrength ("light Strength", Range (0,1)) = 1
+
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" }
+ LOD 100
+
+ CGPROGRAM
+ #pragma surface surf Lambert
+
+ struct Input
+ {
+ float2 uv_MainTex;
+ float2 uv_LightMap;
+ float3 worldRefl;
+ float3 viewDir;
+ };
+
+ uniform sampler2D _LightMap;
+ uniform sampler2D _MainTex;
+ uniform samplerCUBE _Cube;
+ uniform float _Emission;
+ uniform float _CubeStrength;
+ uniform float _LightStrength;
+
+ void surf (Input IN, inout SurfaceOutput o)
+ {
+ fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
+ fixed4 lm = tex2D(_LightMap, IN.uv_LightMap);
+ o.Albedo = tex;
+ o.Emission = tex * _Emission + (texCUBE (_Cube, IN.worldRefl).rgb - tex.a) * _CubeStrength + ((lm * _LightStrength) / tex.a/2);
+ }
+ ENDCG
+ }
+ Fallback "Unlit/Texture"
+}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UnlitLightMapEmissiveCubeMap.shader.meta b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UnlitLightMapEmissiveCubeMap.shader.meta
new file mode 100644
index 0000000..53cf26d
--- /dev/null
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UntilIlum.shader b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UntilIlum.shader
new file mode 100644
index 0000000..5de4f8c
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Shaders/UntilIlum.shader
@@ -0,0 +1,57 @@
+Shader "Custom/UntilIlum"
+{
+ Properties
+ {
+ _MainTex ("Texture", 2D) = "white" {}
+ _IlumStrength ("Ilum Strength", Range (0,3)) = 1
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" }
+ LOD 100
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fog
+
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ struct v2f
+ {
+ float2 uv : TEXCOORD0;
+ UNITY_FOG_COORDS(1)
+ float4 vertex : SV_POSITION;
+ };
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+ uniform float _IlumStrength;
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ UNITY_TRANSFER_FOG(o,o.vertex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ fixed4 col = tex2D(_MainTex, i.uv) * tex2D(_MainTex, i.uv).a * _IlumStrength;
+ UNITY_APPLY_FOG(i.fogCoord, col);
+ return col;
+ }
+ ENDCG
+ }
+ }
+}
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new file mode 100644
index 0000000..9d4d374
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diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Textures/NightCubeMap.cubemap b/unity_project/Assets/BeatEmUp_GameTemplate3D/Textures/NightCubeMap.cubemap
new file mode 100644
index 0000000..b7c2c20
--- /dev/null
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Textures/NightCubeMap.cubemap
@@ -0,0 +1,44 @@
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new file mode 100644
index 0000000..1a74951
--- /dev/null
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+# Exported from Fuse 1.3.0
+
+newmtl Shoes
+illum 4
+Kd 1.00 1.00 1.00
+Ka 0.00 0.00 0.00
+Tf 1.00 1.00 1.00
+Ni 1.00
+Ks 1.00 1.00 1.00
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+map_Ks dorothy_Shoes_specular.png
+bump dorothy_Shoes_normal.png
+map_Ns dorothy_Shoes_gloss.png
+
+newmtl Hair
+illum 4
+Kd 1.00 1.00 1.00
+Ka 0.00 0.00 0.00
+Tf 1.00 1.00 1.00
+Ni 1.00
+Ks 1.00 1.00 1.00
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+map_Ks dorothy_Hair_specular.png
+bump dorothy_Hair_normal.png
+map_Ns dorothy_Hair_gloss.png
+
+newmtl Top
+illum 4
+Kd 1.00 1.00 1.00
+Ka 0.00 0.00 0.00
+Tf 1.00 1.00 1.00
+Ni 1.00
+Ks 1.00 1.00 1.00
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+map_Ks dorothy_Top_specular.png
+bump dorothy_Top_normal.png
+map_Ns dorothy_Top_gloss.png
+
+newmtl Glove
+illum 4
+Kd 1.00 1.00 1.00
+Ka 0.00 0.00 0.00
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+Ks 1.00 1.00 1.00
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+bump dorothy_Glove_normal.png
+map_Ns dorothy_Glove_gloss.png
+
+newmtl Body
+illum 4
+Kd 1.00 1.00 1.00
+Ka 0.00 0.00 0.00
+Tf 1.00 1.00 1.00
+Ni 1.00
+Ks 1.00 1.00 1.00
+map_Kd dorothy_Body_diffuse.png
+map_Ks dorothy_Body_specular.png
+bump dorothy_Body_normal.png
+map_Ns dorothy_Body_gloss.png
+
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new file mode 100644
index 0000000..bb6c895
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diff --git a/unity_project/Library/EditorOnlyVirtualTextureState.json b/unity_project/Library/EditorOnlyVirtualTextureState.json
new file mode 100644
index 0000000..b026ed3
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+++ b/unity_project/Library/EditorOnlyVirtualTextureState.json
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+{"m_VirtualTexturingEnabled":false,"m_VirtualTexturingEnabledInitialized":true}
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diff --git a/unity_project/Library/EditorSnapSettings.asset b/unity_project/Library/EditorSnapSettings.asset
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diff --git a/unity_project/Library/EditorUserBuildSettings.asset b/unity_project/Library/EditorUserBuildSettings.asset
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diff --git a/unity_project/Library/InspectorExpandedItems.asset b/unity_project/Library/InspectorExpandedItems.asset
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diff --git a/unity_project/Library/LastSceneManagerSetup.txt b/unity_project/Library/LastSceneManagerSetup.txt
new file mode 100644
index 0000000..6997275
--- /dev/null
+++ b/unity_project/Library/LastSceneManagerSetup.txt
@@ -0,0 +1,5 @@
+sceneSetups:
+- path: Assets/BeatEmUp_GameTemplate3D/01_Game.unity
+ isLoaded: 1
+ isActive: 1
+ isSubScene: 0
diff --git a/unity_project/Library/LibraryFormatVersion.txt b/unity_project/Library/LibraryFormatVersion.txt
new file mode 100644
index 0000000..6185f09
--- /dev/null
+++ b/unity_project/Library/LibraryFormatVersion.txt
@@ -0,0 +1,2 @@
+unityRebuildLibraryVersion: 11
+unityForwardCompatibleVersion: 40
diff --git a/unity_project/Library/MonoManager.asset b/unity_project/Library/MonoManager.asset
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diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/.Resources/.collabattributes b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/.Resources/.collabattributes
new file mode 100644
index 0000000..c8cb4a6
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/.Resources/.collabattributes
@@ -0,0 +1,86 @@
+* text=auto
+
+# Unity files
+*.meta -text merge=unityyamlmerge diff
+*.unity -text merge=unityyamlmerge diff
+*.asset -text merge=unityyamlmerge diff
+*.prefab -text merge=unityyamlmerge diff
+*.mat -text merge=unityyamlmerge diff
+*.anim -text merge=unityyamlmerge diff
+*.controller -text merge=unityyamlmerge diff
+*.overrideController -text merge=unityyamlmerge diff
+*.physicMaterial -text merge=unityyamlmerge diff
+*.physicsMaterial2D -text merge=unityyamlmerge diff
+*.playable -text merge=unityyamlmerge diff
+*.mask -text merge=unityyamlmerge diff
+*.brush -text merge=unityyamlmerge diff
+*.flare -text merge=unityyamlmerge diff
+*.fontsettings -text merge=unityyamlmerge diff
+*.guiskin -text merge=unityyamlmerge diff
+*.giparams -text merge=unityyamlmerge diff
+*.renderTexture -text merge=unityyamlmerge diff
+*.spriteatlas -text merge=unityyamlmerge diff
+*.terrainlayer -text merge=unityyamlmerge diff
+*.mixer -text merge=unityyamlmerge diff
+*.shadervariants -text merge=unityyamlmerge diff
+
+# Image formats
+*.psd filter=lfs diff=lfs merge=lfs -text
+*.jpg filter=lfs diff=lfs merge=lfs -text
+*.png filter=lfs diff=lfs merge=lfs -text
+*.gif filter=lfs diff=lfs merge=lfs -text
+*.bmp filter=lfs diff=lfs merge=lfs -text
+*.tga filter=lfs diff=lfs merge=lfs -text
+*.tiff filter=lfs diff=lfs merge=lfs -text
+*.tif filter=lfs diff=lfs merge=lfs -text
+*.iff filter=lfs diff=lfs merge=lfs -text
+*.pict filter=lfs diff=lfs merge=lfs -text
+*.dds filter=lfs diff=lfs merge=lfs -text
+*.xcf filter=lfs diff=lfs merge=lfs -text
+
+# Audio formats
+*.mp3 filter=lfs diff=lfs merge=lfs -text
+*.ogg filter=lfs diff=lfs merge=lfs -text
+*.wav filter=lfs diff=lfs merge=lfs -text
+*.aiff filter=lfs diff=lfs merge=lfs -text
+*.aif filter=lfs diff=lfs merge=lfs -text
+*.mod filter=lfs diff=lfs merge=lfs -text
+*.it filter=lfs diff=lfs merge=lfs -text
+*.s3m filter=lfs diff=lfs merge=lfs -text
+*.xm filter=lfs diff=lfs merge=lfs -text
+
+# Video formats
+*.mov filter=lfs diff=lfs merge=lfs -text
+*.avi filter=lfs diff=lfs merge=lfs -text
+*.asf filter=lfs diff=lfs merge=lfs -text
+*.mpg filter=lfs diff=lfs merge=lfs -text
+*.mpeg filter=lfs diff=lfs merge=lfs -text
+*.mp4 filter=lfs diff=lfs merge=lfs -text
+
+# 3D formats
+*.fbx filter=lfs diff=lfs merge=lfs -text
+*.obj filter=lfs diff=lfs merge=lfs -text
+*.max filter=lfs diff=lfs merge=lfs -text
+*.blend filter=lfs diff=lfs merge=lfs -text
+*.dae filter=lfs diff=lfs merge=lfs -text
+*.mb filter=lfs diff=lfs merge=lfs -text
+*.ma filter=lfs diff=lfs merge=lfs -text
+*.3ds filter=lfs diff=lfs merge=lfs -text
+*.dfx filter=lfs diff=lfs merge=lfs -text
+*.c4d filter=lfs diff=lfs merge=lfs -text
+*.lwo filter=lfs diff=lfs merge=lfs -text
+*.lwo2 filter=lfs diff=lfs merge=lfs -text
+*.abc filter=lfs diff=lfs merge=lfs -text
+*.3dm filter=lfs diff=lfs merge=lfs -text
+
+# Build
+*.dll filter=lfs diff=lfs merge=lfs -text
+*.pdb filter=lfs diff=lfs merge=lfs -text
+*.mdb filter=lfs diff=lfs merge=lfs -text
+
+# Packaging
+*.zip filter=lfs diff=lfs merge=lfs -text
+*.7z filter=lfs diff=lfs merge=lfs -text
+*.gz filter=lfs diff=lfs merge=lfs -text
+*.rar filter=lfs diff=lfs merge=lfs -text
+*.tar filter=lfs diff=lfs merge=lfs -text
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/.Resources/.collabignore b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/.Resources/.collabignore
new file mode 100644
index 0000000..db90be0
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/.Resources/.collabignore
@@ -0,0 +1,50 @@
+[Ll]ibrary/
+[Tt]emp/
+[Oo]bj/
+[Bb]uild/
+[Bb]uilds/
+[Ll]ogs/
+
+# Uncomment this line if you wish to ignore the asset store tools plugin
+# [Aa]ssets/AssetStoreTools*
+
+# Visual Studio cache directory
+.vs/
+
+# Gradle cache directory
+.gradle/
+
+# Autogenerated VS/MD/Consulo/Rider/VSCode solution and project files
+ExportedObj/
+.consulo/
+.vscode/
+.idea/
+*.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
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/.gitattributes b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/.gitattributes
new file mode 100644
index 0000000..9b5ea32
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/.gitattributes
@@ -0,0 +1,86 @@
+* text=auto
+
+# Unity files
+*.meta -text merge=unityyamlmerge diff
+*.unity -text merge=unityyamlmerge diff
+*.asset -text merge=unityyamlmerge diff
+*.prefab -text merge=unityyamlmerge diff
+*.mat -text merge=unityyamlmerge diff
+*.anim -text merge=unityyamlmerge diff
+*.controller -text merge=unityyamlmerge diff
+*.overrideController -text merge=unityyamlmerge diff
+*.physicMaterial -text merge=unityyamlmerge diff
+*.physicsMaterial2D -text merge=unityyamlmerge diff
+*.playable -text merge=unityyamlmerge diff
+*.mask -text merge=unityyamlmerge diff
+*.brush -text merge=unityyamlmerge diff
+*.flare -text merge=unityyamlmerge diff
+*.fontsettings -text merge=unityyamlmerge diff
+*.guiskin -text merge=unityyamlmerge diff
+*.giparams -text merge=unityyamlmerge diff
+*.renderTexture -text merge=unityyamlmerge diff
+*.spriteatlas -text merge=unityyamlmerge diff
+*.terrainlayer -text merge=unityyamlmerge diff
+*.mixer -text merge=unityyamlmerge diff
+*.shadervariants -text merge=unityyamlmerge diff
+# Image formats
+*.psd filter=lfs diff=lfs merge=lfs -text
+*.jpg filter=lfs diff=lfs merge=lfs -text
+*.png filter=lfs diff=lfs merge=lfs -text
+*.gif filter=lfs diff=lfs merge=lfs -text
+*.bmp filter=lfs diff=lfs merge=lfs -text
+*.tga filter=lfs diff=lfs merge=lfs -text
+*.tiff filter=lfs diff=lfs merge=lfs -text
+*.tif filter=lfs diff=lfs merge=lfs -text
+*.iff filter=lfs diff=lfs merge=lfs -text
+*.pict filter=lfs diff=lfs merge=lfs -text
+*.dds filter=lfs diff=lfs merge=lfs -text
+*.xcf filter=lfs diff=lfs merge=lfs -text
+# Audio formats
+*.mp3 filter=lfs diff=lfs merge=lfs -text
+*.ogg filter=lfs diff=lfs merge=lfs -text
+*.wav filter=lfs diff=lfs merge=lfs -text
+*.aiff filter=lfs diff=lfs merge=lfs -text
+*.aif filter=lfs diff=lfs merge=lfs -text
+*.mod filter=lfs diff=lfs merge=lfs -text
+*.it filter=lfs diff=lfs merge=lfs -text
+*.s3m filter=lfs diff=lfs merge=lfs -text
+*.xm filter=lfs diff=lfs merge=lfs -text
+# Video formats
+*.mov filter=lfs diff=lfs merge=lfs -text
+*.avi filter=lfs diff=lfs merge=lfs -text
+*.asf filter=lfs diff=lfs merge=lfs -text
+*.mpg filter=lfs diff=lfs merge=lfs -text
+*.mpeg filter=lfs diff=lfs merge=lfs -text
+*.mp4 filter=lfs diff=lfs merge=lfs -text
+# 3D formats
+*.fbx filter=lfs diff=lfs merge=lfs -text
+*.obj filter=lfs diff=lfs merge=lfs -text
+*.max filter=lfs diff=lfs merge=lfs -text
+*.blend filter=lfs diff=lfs merge=lfs -text
+*.dae filter=lfs diff=lfs merge=lfs -text
+*.mb filter=lfs diff=lfs merge=lfs -text
+*.ma filter=lfs diff=lfs merge=lfs -text
+*.3ds filter=lfs diff=lfs merge=lfs -text
+*.dfx filter=lfs diff=lfs merge=lfs -text
+*.c4d filter=lfs diff=lfs merge=lfs -text
+*.lwo filter=lfs diff=lfs merge=lfs -text
+*.lwo2 filter=lfs diff=lfs merge=lfs -text
+*.abc filter=lfs diff=lfs merge=lfs -text
+*.3dm filter=lfs diff=lfs merge=lfs -text
+# Build
+*.dll filter=lfs diff=lfs merge=lfs -text
+*.pdb filter=lfs diff=lfs merge=lfs -text
+*.mdb filter=lfs diff=lfs merge=lfs -text
+# Packaging
+*.zip filter=lfs diff=lfs merge=lfs -text
+*.7z filter=lfs diff=lfs merge=lfs -text
+*.gz filter=lfs diff=lfs merge=lfs -text
+*.rar filter=lfs diff=lfs merge=lfs -text
+*.tar filter=lfs diff=lfs merge=lfs -text
+# Collapse Unity-generated files on GitHub
+*.asset linguist-generated
+*.mat linguist-generated
+*.meta linguist-generated
+*.prefab linguist-generated
+*.unity linguist-generated
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/.signature b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/.signature
new file mode 100644
index 0000000..0e38c21
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+{
+ "timestamp": 1638490499,
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+ "publicKey": "LS0tLS1CRUdJTiBQVUJMSUMgS0VZLS0tLS0KTUlJQm9qQU5CZ2txaGtpRzl3MEJBUUVGQUFPQ0FZOEFNSUlCaWdLQ0FZRUFzdUhXYUhsZ0I1cVF4ZEJjTlJKSAordHR4SmoxcVY1NTdvMlZaRE1XaXhYRVBkRTBEMVFkT1JIRXNSS1RscmplUXlERU83ZlNQS0ZwZ1A3MU5TTnJCCkFHM2NFSU45aHNQVDhOVmllZmdWem5QTkVMenFkVmdEbFhpb2VpUnV6OERKWFgvblpmU1JWKytwbk9ySTRibG4KS0twelJlNW14OTc1SjhxZ1FvRktKT0NNRlpHdkJMR2MxSzZZaEIzOHJFODZCZzgzbUovWjBEYkVmQjBxZm13cgo2ZDVFUXFsd0E5Y3JZT1YyV1VpWXprSnBLNmJZNzRZNmM1TmpBcEFKeGNiaTFOaDlRVEhUcU44N0ZtMDF0R1ZwCjVNd1pXSWZuYVRUemEvTGZLelR5U0pka0tldEZMVGdkYXpMYlpzUEE2aHBSK0FJRTJhc0tLTi84UUk1N3UzU2cKL2xyMnZKS1IvU2l5eEN1Q20vQWJkYnJMbXk0WjlSdm1jMGdpclA4T0lLQWxBRWZ2TzV5Z2hSKy8vd1RpTFlzUQp1SllDM0V2UE16ZGdKUzdGR2FscnFLZzlPTCsxVzROY05yNWdveVdSUUJ0cktKaWlTZEJVWmVxb0RvSUY5NHpCCndGbzJJT1JFdXFqcU51M3diMWZIM3p1dGdtalFra3IxVjJhd3hmcExLWlROQWdNQkFBRT0KLS0tLS1FTkQgUFVCTElDIEtFWS0tLS0tCg"
+}
\ No newline at end of file
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/CHANGELOG.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/CHANGELOG.md
new file mode 100644
index 0000000..ce5c58f
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/CHANGELOG.md
@@ -0,0 +1,300 @@
+# Changelog
+All notable changes to this package will be documented in this file.
+
+## [1.15.7] - 2021-12-02
+
+Plastic SCM for Unity is now available as part of the Version Control Package! You can enable Plastic SCM via Window > Plastic SCM to get started!
+If you have previously used the Unity Asset Store Plastic SCM plug-in, you can now simply use this package. Make sure you delete the plug-in from your project.
+Removing a previously added Plastic SCM Asset Store Plug-In:
+- Select the PlasticSCM folder in the Assets\Plugins folder on the Project tab, then click Edit > Delete
+- Close the Unity Editor and open your project again. You will find the Plastic SCM menu item in the Window menu.
+
+### Added
+- Added option to "Save Revision as" to the context menu in the changesets view
+- Added incoming changes overview bar for Gluon workspace
+
+### Changed
+- Moved Plastic Package settings to the Unity Project Settings window
+- Refined styling for Updating Workplace success state
+- Updated texts for empty state and overview bar
+- Removed Incoming Changes notification from empty state
+- Updated the text for Forced Checkout option
+- Refined the status overlay icons
+- Updated the refresh icon on the toolbar
+- Updated the texts for empty checkin message dialog
+
+### Fixed
+- Fixed capitalization of Pending Changes and File History tab names
+- Fixed the amount of spacing after the Item column title in the Pending Changes tab
+- Removed pin striping from line items in File History tab
+- Fixed project view context menu and icons missing after Collaborate project migration
+- Fixed migrated projects not downloading correctly from Unity Hub
+
+## [1.15.4] - 2021-11-10
+
+Plastic SCM for Unity is now available as part of the Version Control Package! You can enable Plastic SCM via Window > Plastic SCM to get started!
+If you have previously used the Unity Asset Store Plastic SCM plug-in, you can now simply use this package. Make sure you delete the plug-in from your project.
+Removing a previously added Plastic SCM Asset Store Plug-In:
+- Select the PlasticSCM folder in the Assets\Plugins folder on the Project tab, then click Edit > Delete
+- Close the Unity Editor and open your project again. You will find the Plastic SCM menu item in the Window menu.
+
+### Added
+- Add option to "Add to ignore file" in context menu in the project view
+- Added empty state message for Pending Changes tab
+- Added success state message for Pending Changes tab
+- Added metrics for Branches tab functionalities
+
+### Changed
+- Removed pinstriping in the Gluon Incoming Changes window
+- Removed the “Nothing to download†bar from the Incoming Changes window when there are no items to download
+- Changed the default metadata columns shown in the Incoming Changes screen
+- Updated the alignment of sorting arrows to the right of the column
+
+### Fixed
+- Fixed UI overlays in Project view missing on changed assets when force checkout is disabled
+- Fixed console error when selecting object in Scene view hierarchy or creating a new asset
+- Fixed NullReferenceException after closing the Plastic SCM window
+
+## [1.15.1] - 2021-10-21
+
+Plastic SCM for Unity is now available as part of the Version Control Package! You can enable Plastic SCM via Window > Plastic SCM to get started!
+If you have previously used the Unity Asset Store Plastic SCM plug-in, you can now simply use this package. Make sure you delete the plug-in from your project.
+Removing a previously added Plastic SCM Asset Store Plug-In:
+- Select the PlasticSCM folder in the Assets\Plugins folder on the Project tab, then click Edit > Delete
+- Close the Unity Editor and open your project again. You will find the Plastic SCM menu item in the Window menu.
+
+### Added
+- Added visual overview bar to the incoming changes tab
+- Added progress dialog for the migration process
+- Added Branches tab that shows a list of all branches in the repository
+- Added option and dialog to create a child branch from selected branch.
+- Added option to switch to another branch
+- Added option and dialog to rename a branch
+- Added option to delete a branch
+- Added a preference to save if the window should open the Branches tab by default
+- Added metrics for Plastic SCM installation window usage
+
+### Changed
+- Updated texts for workspace modes selection and checkin comment box
+- Updated status bar notification icons
+
+### Fixed
+- Fixed inverted text for the force checkout option
+- Fixed typing capital O in checkin comment would open the selected item
+- Fixed loading indicator not centered on Plastic SCM installation window
+- Fixed installing Plastic SCM would sign out user from the plugin
+- Removed extra refresh button on Gluon's Incoming Changes tab
+- Fixed loading indicator not centered on Plastic SCM installation window
+- Fixed missing Plastic SCM window option when user is not signed in on Unity Hub
+- Removed meta file warning message for the deleted Beta folder
+- Fixed Plastic SCM menu missing from Project view context menu
+
+## [1.13.5] - 2021-09-27
+
+Plastic SCM for Unity is now available as part of the Version Control Package! You can enable Plastic SCM via Window > Plastic SCM to get started!
+If you have previously used the Unity Asset Store Plastic SCM plug-in, you can now simply use this package. Make sure you delete the plug-in from your project.
+Removing a previously added Plastic SCM Asset Store Plug-In:
+- Select the PlasticSCM folder in the Assets\Plugins folder on the Project tab, then click Edit > Delete
+- Close the Unity Editor and open your project again. You will find the Plastic SCM menu item in the Window menu.
+
+### Added
+- Added workspace migration from Collab to Plastic which can be done with or without Plastic installed
+- Added notification status icons
+- Added light and dark mode versions of avatar icon
+
+### Changed
+- Updated texts for migration
+- Improved usage analytics around Editor and Plugin version
+- Workspace Migration Adjustments
+
+### Fixed
+- Renamed the CoreServices namespace so it doesn't conflict with other packages
+- Devex integration to properly depend on Core
+- Fixed some situations where the history window would be blank
+- Fixed missing Enterprise login link
+- Fixed low resolution icons in light theme
+
+## [1.11.2] - 2021-08-27
+
+Plastic SCM for Unity is now available as part of the Version Control Package! You can enable Plastic SCM via Window > Plastic SCM to get started!
+If you have previously used the Unity Asset Store Plastic SCM plug-in, you can now simply use this package. Make sure you delete the plug-in from your project.
+Removing a previously added Plastic SCM Asset Store Plug-In:
+- Select the PlasticSCM folder in the Assets\Plugins folder on the Project tab, then click Edit > Delete
+- Close the Unity Editor and open your project again. You will find the Plastic SCM menu item in the Window menu.
+
+### Added
+- Added horizontal scroll bar to Changesets list for easier viewing
+- Added auto-login for SSO credentials handler
+- Added metrics for changeset tab usage
+- Added metrics for checkin actions
+- Added new Undo icon
+- Added missing API documentation
+- Added ability to modify assets without checkout
+- Added ability to allow empty checkin messages
+- Added empty checking message localization
+- Added Plastic toolbar button to Unity editor
+- Added notification icon for incoming changes to Plastic toolbar button
+
+### Changed
+- Removed the unneeded refresh button from History Tab
+- Moved search bar to the top right global icon section in all tabs
+- Updated capitalization of options in the Settings context menu
+- Updated tab button styling to be consistent with Unity Editor conventions
+- Status bar visible across all tabs
+- Moved refresh button to the toolbar at the top right corner of the window
+- Moved changesets time period selector to the right corner of the window
+- Removed "Changes of changeset" header on the Changesets tab
+- Moved number of selected items next to "Item" metadata title on the Pending Changes tab
+- Improved refresh icon resolution
+- Changed changesets detail to appear in vertical column
+- Reduced default number of columns in changesets tab
+- The number of changesets is no longer displayed in changesets tab
+- Changed Launch branch explorer into an icon with tooltip
+- Removed the hide changes button in changesets tab
+- Moved incoming change prompt and button into a status bar
+- Changed "Launch Plastic" to "Launch Plastic SCM" in options menu
+- Wording change for plastic installation
+- Updated file status icons
+
+### Fixed
+- Fixed a bug where the Texture2D error would pop up after downloading a project
+- Fixed a bug when context menu would sometimes disappear
+- Fixed small textbox on checkin dialog when launched from context menu
+- Fixed a workspace NullReferenceException bug
+- Fixed notification icon not showing on Plastic window
+- Fixed auto login errors not showing up for users
+- Fixed unexpected error message after user switched workspace to a label
+
+## [1.9.0] - 2021-07-13
+
+Plastic SCM for Unity is now available as part of the Version Control Package! You can enable Plastic SCM via Window > Plastic SCM to get started!
+If you have previously used the Unity Asset Store Plastic SCM plug-in, you can now simply use this package. Make sure you delete the plug-in from your project.
+Removing a previously added Plastic SCM Asset Store Plug-In:
+- Select the PlasticSCM folder in the Assets\Plugins folder on the Project tab, then click Edit > Delete
+- Close the Unity Editor and open your project again. You will find the Plastic SCM menu item in the Window menu.
+
+### Added
+- Added Checkin and Update confirmation notification
+- Added auto sign in when logged into Unity account
+
+### Changed
+- Simplified UI: decluttered UI
+- Improved load time performance
+
+### Fixed
+- Fixed view not switching to workspace after creating an Enterprise Gluon workspace
+- Fixed contextual menu not showing up in project view
+- Fixed SSO renew token after password change
+- Fixed some namespace collisions with Antlr3
+
+## [1.7.1] - 2021-06-25
+
+Plastic SCM for Unity is now available as part of the Version Control Package! You can enable Plastic SCM via Window > Plastic SCM to get started!
+If you have previously used the Unity Asset Store Plastic SCM plug-in, you can now simply use this package. Make sure you delete the plug-in from your project.
+Removing a previously added Plastic SCM Asset Store Plug-In:
+- Select the PlasticSCM folder in the Assets\Plugins folder on the Project tab, then click Edit > Delete
+- Close the Unity Editor and open your project again. You will find the Plastic SCM menu item in the Window menu.
+### Added
+- Added support for inviting other members. This option is available from the gear / settings icon.
+- Added support for signing in with Cloud Edition. This is available during the onboarding screen if you have never signed in.
+- Added support for turning off Plastic in their project. This option removes the Plastic metadata from your directory. This option is available under Assets > Plastic SCM > Turn off Plastic SCM
+- Added notification on the Plastic SCM tab title to indicate incoming changes. Users will no longer need to have the Plastic SCM window visible to know there are incoming changes.
+- Auto configuration of SSO
+- Added date column in incoming changes
+### Changed
+- Updating license to better conform with expected customer usage.
+- Updated documentation file to meet standards.
+- Updated third-party usage.
+- No longer requires downloading of the full Plastic client. Basic features will work without additional installation. Features that require the full Plastic client will allow download and install as needed.
+- Usability improvements around checking in code
+- Improved update workspace tab UX
+- Plastic SCM context menu is now available even if the Plastic SCM window is closed
+### Fixed
+- Stability and performance improvements
+
+## [1.5.7] - 2021-04-07
+### Unreleased
+- The Version Control package will be expanding to include both Collaborate and Plastic SCM version control interfaces. This release is preparing for that move and contains no new functionality or bug fixes for Collaborate.
+### Changed
+- Collaborate Package renamed to Version Control with changes to package display name and description.
+### Fixed
+- Fixed NPE when updating the version of the Collab package.
+
+## [1.3.9] - 2020-07-13
+### Fixed
+- Unnecessary use of texture compression in icons that slowed down platform switching
+- Update publish button state when selected changes update
+- Use colorized icons when changes are available.
+
+## [1.3.8] - 2020-06-08
+### Fixed
+- Fix incorrect priority of error messages
+- Fix Collab button being stuck in inprogress state
+- Fix error when partially publishing without the window open
+
+## [1.3.7] - 2020-01-30
+### Changed
+- Bulk revert is now supported.
+- Collab is blocked in play mode.
+### Fixed
+- Fixed services window's links to open Collab.
+
+## [1.3.6] - 2020-01-21
+### Fixed
+- Fixed compile errors when removing the NUnit package by removing unnecessary references.
+
+## [1.3.5] - 2020-01-08
+### Fixed
+- Fix "accept mine" / "accept remote" icon swap in conflicts view.
+
+## [1.3.4] - 2019-12-16
+### Changed
+- Window state is no longer restored after the window is closed and opened.
+### Fixed
+- History tab failing to load on startup if it is left open in the previous session.
+- Progress bar percentage not matching the bar.
+- History list correctly updates after a new revision is published.
+- UI instabilities when restoring or going back to a revision with a different package manifest.
+- Improve handling of changes to the project id.
+
+## [1.3.3] - 2019-12-10
+### Changed
+- Disable UI test cases that can be unstable.
+
+## [1.3.2] - 2019-12-05
+### Changed
+- Update UX to UIElements.
+- Increased minimum supported version to 2020.1.
+- Update Documentation to required standards.
+
+## [1.2.16] - 2019-02-11
+### Fixed
+- Update stylesheet to pass USS validation
+
+## [1.2.15] - 2018-11-16
+### Changed
+- Added support for non-experimental UIElements.
+
+## [1.2.11] - 2018-09-04
+### Fixed
+- Made some performance improvements to reduce impact on ReloadAssemblies.
+
+## [1.2.9] - 2018-08-13
+### Fixed
+- Test issues for the Collab History Window are now fixed.
+
+## [1.2.7] - 2018-08-07
+### Fixed
+- Toolbar drop-down will no longer show up when package is uninstalled.
+
+## [1.2.6] - 2018-06-15
+### Fixed
+- Fixed an issue where Collab's History window wouldn't load properly.
+
+## [1.2.5] - 2018-05-21
+This is the first release of *Unity Package CollabProxy*.
+
+### Added
+- Collab history and toolbar windows
+- Collab view and presenter classes
+- Collab Editor tests for view and presenter
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/CHANGELOG.md.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/CHANGELOG.md.meta
new file mode 100644
index 0000000..a4837d7
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/CHANGELOG.md.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 47777d81697d65f45befb6ccd55b2324
+TextScriptImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/AccessRemoteProjects.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/AccessRemoteProjects.md
new file mode 100644
index 0000000..6b85f69
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/AccessRemoteProjects.md
@@ -0,0 +1,7 @@
+# Access remote projects
+
+1. In the Unity Hub v3 Beta, click **Open** > **Open Remote Project** to see the list of your Plastic SCM repositories that contain a Unity project.
+Note: In Unity Hub 2.4.4 and up, your Plastic SCM projects will be listed alongside Collaborate projects.
+2. Select the project and click **Next**.
+3. Select the Editor version and platform and click the **change version** button.
+4. Your local Plastic SCM workspace will be created for you. The latest version of the project will be downloaded and the Editor will open with the latest version of your Unity project.
\ No newline at end of file
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/AddIntegrations.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/AddIntegrations.md
new file mode 100644
index 0000000..31528ab
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/AddIntegrations.md
@@ -0,0 +1,12 @@
+# Add integrations
+
+You can set up integrations for your Plastic SCM organization via your plasticscm.com Cloud Dashboard.
+
+The Cloud dashboard gives you access to your organizations. From here, you can configure **triggers** (equivalent to integrations).
+
+To configure a Slack notifications trigger:
+
+1. On an organization, click **Configure** > **Triggers**.
+2. Click **Add Trigger** > **Slack**.
+3. In **Destination**, add your Slack channel name.
+4. Select your trigger type and click **Save**.
\ No newline at end of file
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/AddMembers.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/AddMembers.md
new file mode 100644
index 0000000..4353636
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/AddMembers.md
@@ -0,0 +1,13 @@
+# Add team members
+
+To invite team members to contribute to your project:
+
+
+1. Click the settings menu (gear icon) and click Invite Members to Workspace.
+
+![Invite members to project](images/InviteMembers.png)
+
+2. In the Plastic SCM cloud dashboard, click Add new user.
+
+You can also send invitations and add different permission types for each user.
+
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/ExistingPlasticRepo.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/ExistingPlasticRepo.md
new file mode 100644
index 0000000..b7505df
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/ExistingPlasticRepo.md
@@ -0,0 +1,19 @@
+# Getting started with an existing Plastic SCM repository
+
+Suppose you want to start working on a Unity project in an existing Plastic SCM repository and already have a Plastic SCM account linked to your Unity ID. In that case, you will be able to open the project straight from the **Unity Hub**! A workspace will automatically be created for your project on your machine.
+
+
+1. In the Unity Hub v3 Beta, click **Open** > **Open remote project** to see the list of your Plastic SCM repositories that contain a Unity project.
+ **Note**: In Unity Hub 2.4.4 and up, your Plastic SCM projects will be listed alongside Collaborate projects.
+2. Click the project and click **Next**.
+3. Click the Editor version and platform and click the **change version** button.
+4. In the Editor pop-up, click the **Migrate** button to migrate your local workspace to a Plastic SCM workspace
+5. Once the migration is completed, click the **Open Plastic SCM** button.
+
+![Plastic Hub](images/plasticHub.gif)
+
+## Accessing the Plastic SCM Window
+
+You can access the **Plastic SCM** window in the Unity Editor by clicking **Window** > **Plastic SCM**.
+
+![Plastic SCM window](images/AccessingPlastic.png)
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/Faq.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/Faq.md
new file mode 100644
index 0000000..d7b4aef
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/Faq.md
@@ -0,0 +1,16 @@
+# FAQ
+
+**Which integration of Plastic SCM should I use in Unity moving forward?**
+
+You should use the **Version Control package**, which contains Plastic SCM for Unity. This is the package the team will be actively working on moving forward.
+
+* Plastic's standard version control integration has been removed from editor versions, and its functionality has been ported to the Version control package.
+* The Asset store plugin functionality is deprecated, as the functionality from the plugin has been ported to the Version Control package.
+
+**Where should I post questions related to Plastic SCM?**
+
+Visit the [Unity forum](https://forum.unity.com/forums/plastic-scm.605/).
+
+**I have a Collaborate project that I want to use with Plastic SCM. What should I do?**
+
+To migrate your current Collaborate projects to Plastic SCM, see [Migration from Collaborate to Plastic SCM](MigrateCollab.md).
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/Glossary.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/Glossary.md
new file mode 100644
index 0000000..51ba5c0
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/Glossary.md
@@ -0,0 +1,37 @@
+# Glossary
+
+## General terms
+
+#### Ignore file
+
+A special file used in many **Version Control** Systems which specifies files to be excluded from **version control**. In Unity projects, several files can be excluded from **version control**. Using an Ignore File is the best way to achieve this. See [Using external version control systems with Unity](https://docs.unity3d.com/Manual/ExternalVersionControlSystemSupport.html).
+
+#### Project
+
+In Unity, you use a project to design and develop a game. A project stores all of the files related to a game, such as the asset and **Scene** files. See [2D or 3D projects](https://docs.unity3d.com/Manual/2Dor3D.html).
+
+#### Version Control
+
+A system for managing file changes. You can use Unity in conjunction with most **version control** tools, including **Perforce** , Git, Mercurial, and PlasticSCM. See [Version Control](https://docs.unity3d.com/Manual/VersionControl.html).
+
+## Plastic SCM terms
+
+#### Checkin
+
+Checkin is the act of submitting changes to the repo. You must enter a comment in the text box before you can check in your changes.
+
+#### Developer Workflow
+
+Developers have access to the branch explorer directly from inside Unity and easily switch branches.
+
+#### Gluon Workflow
+
+Artists can take advantage of the Gluon visualized interface and workflow from inside Unity.
+
+#### Organization
+
+The organization handles different sets of repositories in the Cloud. Inside the organization, you can create as many repositories as you need.
+
+#### Workspace
+
+Your workspace interacts with the version control, where you download the files and make the required changes for each checkin.
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/MainFeatures.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/MainFeatures.md
new file mode 100644
index 0000000..b243a7b
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/MainFeatures.md
@@ -0,0 +1,37 @@
+# Overview of features
+
+## Pending Changes
+
+The **Pending Changes** tab allows you to view all pending changes in your workspace. These changes are not checked into the repository. In this tab, you can select which files you want to check in, add a comment, and check in the changes.
+
+![Pending changes tab](images/PendingChanges.png)
+
+**Note** : You can check in a specific file using the Plastic SCM contextual menu in the project view or the **Checkin** button in the **Inspector** window.
+
+![Inspector window](images/InspectorWindow.png)
+
+In the example below, the user adds a GameScene. They can check in the scene using the **Pending Changes** tab or the **Checkin** option in the contextual menu.
+
+![Checkin using contextual menu](images/GamesSceneExample.png)
+
+## Incoming Changes
+
+The **Incoming Changes** tab allows you to view all incoming changes and conflicts and update your local project. Any changes made to your project prompts an "**Incoming changes**" notification at the top right of the Plastic SCM window.
+
+**Tip** : Check the **Incoming Changes** tab frequently to avoid facing future change conflicts in your team.
+
+![Incoming changes tab](images/IncomingChanges.gif)
+
+## Project History
+
+Use the **Changesets** tab to view all changes made to your project as they occur chronologically, along with who made the changes and when. You can sort by columns and alter the chronological view of the story.
+
+![Changesets tab](images/ProjectHistory.png)
+
+Double-click any file in a changeset to go to the **File History** tab, and display every changeset. In the **File History view**, right-click on a change and click **Save the revision as…** to restore the file's former state. This is useful if you had previously deleted some logic that you now need.
+
+![File history view](images/FileHistory.png)
+
+You can also view the changes made to a specific file in the **Project view** through a contextual menu, then revert to an earlier revision of the file.
+
+![Revert changes in project view](images/ProjectView.gif)
\ No newline at end of file
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/MigrateCollabHistory.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/MigrateCollabHistory.md
new file mode 100644
index 0000000..b5fb011
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/MigrateCollabHistory.md
@@ -0,0 +1,16 @@
+# Upgrade from Collaborate without moving the history
+
+
+If you're planning to lose all Collaborate history and just wish to move your project to Plastic as is, complete the following steps:
+
+1. Open the project and disable Collaborate via the **Services** window.
+2. Close Unity and make a new Plastic repository and workspace to house your project.
+3. Do an initial set up on your repository (E.g. you may want to use an [ignore.conf file](ExistingPlasticRepo.md) that is specific to Unity projects).
+4. Copy and paste your project into your new workspace.
+5. Check in the content and continue working with the new workspace!
+
+
+If you have the Version Control package installed in Unity, it is even easier!
+
+1. Open the project and disable Collaborate via the **Services** window.
+2. Open the Plastic SCM window in Unity and click on Create Workspace.
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/NewPlasticRepo.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/NewPlasticRepo.md
new file mode 100644
index 0000000..7fabc71
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/NewPlasticRepo.md
@@ -0,0 +1,24 @@
+# Getting started with a new Plastic SCM repository
+
+**Note**: To start from an existing Plastic SCM repository, see [Getting started with an existing Plastic SCM repository](ExistingPlasticRepo.md).
+
+You can walk through a straightforward onboarding wizard when creating a repository for your Unity project. This new wizard will help you:
+
+* Set up your account and configure your repository for your Unity project, enabling you to sync to a Plastic SCM Cloud Edition repository.
+* Generate a standard ignore file that prevents unnecessary components of your Unity project from being checked in.
+* Automatically do the first check-in so that your repository is in sync with your local changes.
+
+1. Open your Unity project.
+2. To access the Plastic SCM window in the Unity Editor, click **Window** > **Plastic SCM**:
+ ![Plastic SCM window](images/AccessingPlastic.png)
+
+3. In the Plastic SCM onboarding window, complete the steps to continue:
+ ![Onboarding](images/Onboarding.png)
+
+Unity connects your project to your Plastic SCM Cloud repository; Plastic SCM automatically creates an ignore file in the workspace for Unity projects so it doesn't track files that shouldn't be part of the repository. It also creates a standard automatic checkin during the initial setup. So now you're all set to start using Plastic SCM!
+
+![Automatic setup](images/AutomaticSetup.png)
+
+**Note**: Basic version control actions, such as viewing pending changes, checking in changes, and viewing changesets, don’t require a Plastic SCM Client install. However, if you want to use more advanced features, such as branching and diffing changeset, you will be prompted to download the Plastic SCM client (if you have not already done so):
+
+![Advanced features](images/AdvancedFeatures.png)
\ No newline at end of file
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/PlasticForGitUsers.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/PlasticForGitUsers.md
new file mode 100644
index 0000000..50bc3f3
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/PlasticForGitUsers.md
@@ -0,0 +1,14 @@
+# Plastic SCM for Git users
+
+
+| **GIT**| **Plastic**| **Explanation**|
+|:--|:--|:--|
+| To Commit| To Check in| To Check in is to submit changes to the repo.|
+| Commit| Changeset| Each new change on the history of the repo, grouping several individual file and directory changes.|
+| Master| Main| When you create a repo in Plastic, there's always an "empty" branch. Plastic calls it Main.|
+| To checkout | To update| Downloading content to the workspace (working copy). This is called "update" because in Plastic, "checkout" has a different meaning.|
+|| Checkout| When you checkout a file in Plastic, you're telling Plastic you are going to modify the file.|
+|| Exclusive checkout or lock | This is locking a file so nobody can touch it. It’s only useful for non-mergeable files, like binaries, images, or art in a video game.|
+| Rebase|| Plastic handles branching differently than Git. In Plastic, a rebase is just a merge operation.|
+| Repository | Repository| Where the entire history of the project is stored.
+| Working copy | Workspace| In Git, you have the working copy and the repository in the exact location. You have a working copy and a .git hidden dir with the repository. In Plastic, this is slightly different since repositories and workspaces are separated. You can have several workspaces working with the same local repository.
\ No newline at end of file
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/QuickStartGuide.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/QuickStartGuide.md
new file mode 100644
index 0000000..4529ff0
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/QuickStartGuide.md
@@ -0,0 +1,19 @@
+# Quick start guide
+
+The Version Control package will allow you to use Plastic SCM for Unity for your projects in the Unity Editor.
+
+Plastic SCM for Unity integrates Plastic SCM in Unity that will abstract version control complexity, like Collaborate. It will also enable you to work collaboratively on more complex projects by providing additional VCS features such as branching, locking, merging, and a standalone GUI.
+
+**Note** : For information on upgrading projects from Collaborate to Plastic SCM, see [Upgrade from Collaborate to Plastic SCM](UpgradeCollab.md).
+
+
+The Version Control package follows the Unity support schedule. Currently, supported versions are:
+
+* 2019.4.29f1
+* 2020.3.15f1
+* 2021.1.15f1
+* 2021.2.0b6
+* 2022.1.0a4
+
+
+[Getting started with Plastic SCM for Unity](StartPlasticForUnity.md)
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/ReconnectCB.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/ReconnectCB.md
new file mode 100644
index 0000000..526ec3b
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/ReconnectCB.md
@@ -0,0 +1,12 @@
+# Reconnect Unity Cloud Build
+
+If you were using Cloud Build with Collaborate, you will need to reconnect Cloud build to use with Plastic SCM.
+
+1. In the Unity dashboard, go to the **Projects** page and click your project.
+2. Click **DevOps** > **Cloud Build** > **Config**.
+3. In **Source Control Settings**, click **Edit Source Control**.
+4. In the **Source Control window**, click the **Plastic SCM** tile.
+5. Add the name of your organization with @cloud after it. For example, Exampleproject@cloud.
+6. Click **Next**.
+7. If everything is correct, click the **Continue With Unity ID** button.
+8. Cloud Build is now connected to your project via Plastic SCM.
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/StartPlasticForUnity.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/StartPlasticForUnity.md
new file mode 100644
index 0000000..8be7c66
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/StartPlasticForUnity.md
@@ -0,0 +1,18 @@
+# Getting started with Plastic SCM for Unity
+
+Plastic SCM for Unity will allow you to use Plastic SCM directly in Unity and is available via the Version Control package in the Unity Package Manager.
+
+You will need to uninstall the Plastic SCM Asset Store plugin from your Unity project in order to use Plastic SCM for Unity via the Version Control package. Here are the steps to do so:
+
+1. Navigate to your Assets/Plugins folder in your Unity Project.
+Delete the PlasticSCM folder.
+2. Re-open your Unity Project to recompile your packages.
+
+**Note**: The .plastic workspace folder in the root of the Unity Project does not need to be removed as it can be read by the Version Control package.
+
+**Important**: Enabling the Plastic SCM for Unity package will disable the standard VCS integration option in the Project Settings (this option will be removed from future Editor releases), which was an older integration previously offered in the Editor. Features available in the standard integration have been ported to the Plastic SCM for Unity package. This is the version that will be actively developed and maintained going forward.
+
+Learn more about [Plastic SCM Cloud Edition](https://unity.com/products/plastic-scm).
+
+* To start with a new Plastic SCM repository for your project, see [Getting started with a New Plastic SCM repository](NewPlasticRepo.md)
+* To start from an existing Plastic SCM repository, see [Getting started with an existing Plastic SCM repository](ExistingPlasticRepo.md)
\ No newline at end of file
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/SwitchCollabAndPlastic.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/SwitchCollabAndPlastic.md
new file mode 100644
index 0000000..030d869
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/SwitchCollabAndPlastic.md
@@ -0,0 +1,9 @@
+# Switch between Collaborate and Plastic SCM
+
+To switch from Collaborate to Plastic SCM, open your **Project Settings** > **Services** > **Collaborate** and switch off Collaborate to start using Plastic SCM.
+
+![Collaborate switch](images/SwitchCollab.png)
+
+To switch from Plastic SCM to Collaborate, navigate to your Plastic SCM window, select **Settings** (gear icon) > **Turn off Plastic SCM for Unity**.
+
+![Plastic switch](images/GearIconOptions.png)
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/TableOfContents.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/TableOfContents.md
new file mode 100644
index 0000000..d36af4e
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/TableOfContents.md
@@ -0,0 +1,22 @@
+ [About version control](index.md)
+
+* [Quick start guide](QuickStartGuide.md)
+* [Upgrade from Collaborate to Plastic SCM](UpgradeCollab.md)
+ * [Switch between Collaborate and Plastic SCM](SwitchCollabAndPlastic.md)
+ * [Upgrade from Collaborate without moving the history](MigrateCollabHistory.md)
+ * [Access remote projects](AccessRemoteProjects.md)
+ * [Add team members](AddMembers.md)
+ * [Reconnect Cloud Build](ReconnectCB.md)
+ * [Add integrations](AddIntegrations.md)
+* [Getting started with Plastic SCM for Unity](StartPlasticForUnity.md)
+ * [Getting started with a new Plastic SCM repository](NewPlasticRepo.md)
+ * [Getting started with an existing Plastic SCM repository](ExistingPlasticRepo.md)
+* [Main features](MainFeatures.md)
+ * [Pending Changes](MainFeatures.md#pending-changes)
+ * [Incoming Changes](MainFeatures.md#incoming-changes)
+ * [Project History](MainFeatures.md#project-history)
+* [Plastic SCM for Git users](PlasticForGitUsers.md)
+* [Glossary](Glossary.md)
+ * [General terms](Glossary.md#general-terms)
+ * [Plastic SCM terms](Glossary.md#plastic-scm-terms)
+* [FAQ](Faq.md)
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/UpgradeCollab.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/UpgradeCollab.md
new file mode 100644
index 0000000..4ca7d33
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/UpgradeCollab.md
@@ -0,0 +1,17 @@
+# Upgrade from Collaborate to Plastic SCM
+
+To migrate your Collab projects to Plastic SCM:
+
+1. Create a Collab project and upload your latest changes so that your project is in sync.
+2. Go to the [Collab Migration Wizard](https://www.plasticscm.com/plasticscm-cloud-edition/migrate-unity-projects/) site.
+3. Complete the process to migrate every Collab project in a Unity org.
+4. Wait until you receive an email from Plastic SCM that the migration process has finished.
+5. Re-open the same Collab project in Unity.
+6. The Migration guide will pop up, guiding you through the process of converting your local instance of your Collab project into a local instance of your Plastic workspace.
+7. Once it finishes, you can continue working on your project, using the Plastic SCM window to check in your changes.
+
+ **Videos**
+
+* [Migration Wizard](https://youtu.be/TKZuvPMprKg)
+* [Plastic SCM Plugin Dev workflow](https://youtu.be/6_x3SLCiyWo)
+* [Plastic SCM Plugin Gluon workflow](https://youtu.be/kfRu21cArGc)
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/images/AccessingPlastic.png b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/images/AccessingPlastic.png
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+version https://git-lfs.github.com/spec/v1
+oid sha256:2834c8a1aadf4a091d44e27b705056678e8962aebbc90efd9771c417e830a546
+size 4028473
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/index.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Documentation~/index.md
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+# About Version Control
+
+The Version Control package provides an in-editor interface for teams to work with Collaborate and Plastic SCM.
+
+## Collaborate
+
+Collaborate makes it easy for teams to save, share, and sync their Unity projects with others, regardless of location. It's cloud-enabled and built directly into Unity. Please refer to the [Unity Collaborate Manual.](https://docs.unity3d.com/Manual/UnityCollaborate.html)
+
+## Plastic SCM
+
+Plastic SCM Plugin for Unity is a free Unity plugin that gives you the ability to use Plastic SCM, a leading version control solution, directly in Unity. Get started with [Plastic SCM](QuickStartGuide.md).
+
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diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Icons/README.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Icons/README.md
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+# Icons
+This directory contains the icons for the Collaborate UI.
+Dark and light theme icons are prefixed with `-dark` and `-light` respectively.
+HDPI icons are prefixed with `@2x` for 32x32px for two times the width and height of the normal 16x16px.
+Individual icon's `Texture Type` should be set as `Editor GUI and Legacy GUI` in the Unity Editor to ensure scaling is done correctly and alpha is respected.
+
+## Icon colours
+The basic colours of icons in Collaborate are as follows:\
+Dark Theme: #C4C4C4 100% alpha\
+Light Theme: #555555 100% alpha
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+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/README.md
@@ -0,0 +1,38 @@
+# Assets
+This directory contains the non-code assets for the Collaborate UI.
+
+## Overview
+
+```none
+
+ ├── Icons/
+ ├── Layouts/
+ ├── Styles/
+ ├── StringAssets.cs
+ └── UiConstants.cs
+```
+
+- `StringAssets.cs` contains all the static string resources for the package.
+- `UiConstants.cs` conatins a number of static values used to control the UI.
+
+## Editing
+USS and UXML files are inspired by the respective CSS and XML files. USS is a non-struct subset of CSS and each View and
+Component has the option of having its own USS and/or UXML file. For USS, to specifiy dark vs light style, prepend a `.dark`
+or `.light` to the line. For example:
+
+```css
+.dark .divider-vertical {
+ background-color: var(--divider-dark);
+}
+
+.light .divider-vertical {
+ background-color: var(--divider-light);
+}
+```
+
+Documentation about the two file types is provided within the Unity documentation for UiElements:
+https://docs.unity3d.com/2020.1/Documentation/Manual/UIElements.html
+
+In general each Component and View will have its own layout file. When adding new components with their uxml factories
+the UIElements schema will need to updated within the editor if you want auto completion in your editor. Click
+`Assets/Update UIElements Schema` in the Editor to update the definitions.
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/README.md.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/README.md.meta
new file mode 100644
index 0000000..c060e04
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/README.md.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 9dcf33ec706ed414881f8379d25b024e
+TextScriptImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/StringAssets.cs b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/StringAssets.cs
new file mode 100644
index 0000000..1256d65
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/StringAssets.cs
@@ -0,0 +1,73 @@
+using System;
+
+namespace Unity.Cloud.Collaborate.Assets
+{
+ ///
+ /// Static string resources used throughout the UI.
+ ///
+ internal static class StringAssets
+ {
+ public const string searchResults = "Search Results";
+ public const string cannotPublishWhileSearching = "Please clear the search before publishing changes.";
+ public const string cannotPublishWhileConflicted = "Please fix the above conflicts before publishing.";
+ public const string cannotPublishWithoutFiles = "No files to publish.";
+ public const string cannotPublishWithIncomingChanges = "Please sync latest changes before publishing.";
+ public const string changeListFullHeader = "Publish Changes";
+ public const string changeListConflictedHeader = "Conflicted Items";
+ public const string changeListConflictedList = "conflicted";
+ public const string noticeNoRevisionsToDisplay = "No revisions to display.";
+ public const string noticeNoChangesToDisplay = "No changes to display.";
+ public const string noticeNoResultsForQuery = "No results found for this query.";
+ public const string publishButton = "Publish";
+ public const string publishSummaryPlaceholder = "Summary";
+ public const string menuDiscardToggledChanges = "Discard toggled changes";
+ public const string cancel = "Cancel";
+ public const string discardChanges = "Discard changes";
+ public const string confirmDiscardChangeMessage = "Are you sure you want to irreversibly discard changes to a file?";
+ public const string confirmDiscardChangesMessage = "Are you sure you want to irreversibly discard changes to {0} files?";
+ public const string confirmDiscardChangesTitle = "Collaborate: discard changes";
+ public const string search = "Search";
+ public const string syncRemoteRevisionMessage = "1 revision has been published to the server. Please sync to get the latest changes.";
+ public const string syncRemoteRevisionsMessage = "Some revisions have been published to the server. Please sync to get the latest changes.";
+ public const string syncLocalRevisionMessage = "1 revision has been made locally, but hasn't been published to the server. Please sync to ensure these changes are published.";
+ public const string syncLocalRevisionsMessage = "{0} revisions have been made locally, but haven't been published to the server. Please sync to ensure these changes are published.";
+ public const string sync = "Sync";
+ public const string confirmRollbackTitle = "Collaborate: rollback";
+ public const string confirmRollbackMessage = "Are you sure you want to rollback your project to this revision?";
+ public const string rollback = "Rollback";
+ public const string confirmRollbackDiscardChangesTitle = "Collaborate: rollback and discard changes";
+ public const string confirmRollbackDiscardChangeMessage = "Rollback will irreversibly discard changes to 1 file. Are you sure you want to rollback your project to this revision?";
+ public const string confirmRollbackDiscardChangesMessage = "Rollback will irreversibly discard changes to {0} files. Are you sure you want to rollback your project to this revision?";
+ public const string rollbackAndDiscard = "Discard and rollback";
+ public const string all = "All";
+ public const string includedToPublishByAnotherGitTool = "This file has been included to publish by another Git tool.";
+ public const string viewDiff = "View diff";
+ public const string useMyChanges = "Use my changes";
+ public const string useRemoteChanges = "Use remote changes";
+ public const string useMergeTool = "Use merge tool";
+ public const string noMergeToolIsConfigured = "You have not set any Diff/Merge tools. Check your Unity preferences.";
+ public const string showChange = "1 change";
+ public const string showChanges = "{0} changes";
+ public const string history = "History";
+ public const string changes = "Changes";
+ public const string loadingRevisions = "Please wait, loading revisions.";
+ public const string allHistory = "All History";
+ public const string restore = "Restore";
+ public const string goBackTo = "Go back to";
+ public const string update = "Update";
+ public const string clear = "Clear";
+ public const string changeGroupHeaderFormat = "{0} ( {1} )";
+ public const string conflictsDetected = "Conflicts detected. Please resolve them before continuing.";
+ public const string projectStatusTitleUnbound = "Welcome to Collaborate. Before starting, please click the button below to set a new or existing Unity Project ID for this project. Return to this window once it is set.";
+ public const string projectStatusTitleOffline = "No internet connection.";
+ public const string projectStatusTitleMaintenance = "Undergoing maintenance, please come back later.";
+ public const string projectStatusTitleLoggedOut = "Sign in to access Collaborate.";
+ public const string projectStatusTitleNoSeat = "Ask your project owner for access to Unity Teams.";
+ public const string projectStatusTitleBound = "Welcome to Collaborate. Please click the button below to start.";
+ public const string projectStatusTitleLoading = "Loading, please wait...";
+ public const string projectStatusButtonBound = "Start Collab";
+ public const string projectStatusButtonUnbound = "Set Project ID";
+ public const string projectStatusButtonLoggedOut = "Sign in...";
+ public const string projectStatusButtonNoSeat = "Learn More";
+ }
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/StringAssets.cs.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/StringAssets.cs.meta
new file mode 100644
index 0000000..59e5355
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/StringAssets.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 75d96528dcf8f8743a56746444e2080a
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles.meta
new file mode 100644
index 0000000..16a1c60
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: b014eaf67a26421418e37335461782ca
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/AlertBox.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/AlertBox.uss
new file mode 100644
index 0000000..1b6eb01
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/AlertBox.uss
@@ -0,0 +1,52 @@
+/* AlertBox Styles */
+
+.alert-box {
+ flex: var(--fixed-size);
+}
+
+.alert-box__content {
+ padding: var(--standard-padding);
+}
+
+.alert-box__text {
+ margin-top: 1px;
+}
+
+.alert-box__button-box {
+ align-items: flex-end;
+}
+
+.alert-box__button {
+ margin-right: 0;
+}
+
+.alert-box__icon {
+ flex: var(--fixed-size);
+ width: var(--icon-size);
+ height: var(--icon-size);
+ margin-right: var(--icon-standard-margin);
+}
+
+.dark .alert-box__icon.icon-info {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/status-info-dark.png");
+}
+
+.light .alert-box__icon.icon-info {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/status-info-light.png");
+}
+
+.dark .alert-box__icon.icon-warning {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/status-warning-dark.png");
+}
+
+.light .alert-box__icon.icon-warning {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/status-warning-light.png");
+}
+
+.dark .alert-box__icon.icon-alert {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/status-error-dark.png");
+}
+
+.light .alert-box__icon.icon-alert {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/status-error-light.png");
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/AlertBox.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/AlertBox.uss.meta
new file mode 100644
index 0000000..147eb89
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/AlertBox.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 85516056fd2579c45b10c08bc3c52a08
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/BaseChangeListElement.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/BaseChangeListElement.uss
new file mode 100644
index 0000000..f54996a
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/BaseChangeListElement.uss
@@ -0,0 +1,100 @@
+/* BaseChangeEntry Styles */
+
+.base-change-list-element {
+ height: var(--list-entry-height);
+ align-items: center;
+}
+
+.base-change-list-element__container {
+ flex: 1 1 auto;
+ align-items: center;
+}
+
+.base-change-list-element__buttons,
+.base-change-list-element__icons {
+ align-items: center;
+ flex: var(--fixed-size);
+ flex-direction: row;
+}
+
+.base-change-list-element__button,
+.base-change-list-element__icon {
+ flex: var(--fixed-size);
+ width: var(--icon-size);
+ height: var(--icon-size);
+ margin-right: var(--icon-standard-margin);
+}
+
+.base-change-list-element__container:hover .base-change-list-element__button {
+ display: flex;
+}
+
+.base-change-list-element__button,
+.base-change-list-element__container:hover .base-change-list-element__button.hidden {
+ display: none;
+}
+
+.base-change-list-element__file-name {
+ flex: 0 0 auto;
+ margin: 0 var(--half-standard-margin) 0 0;
+ padding: 0;
+ overflow: hidden;
+}
+
+.base-change-list-element__file-path {
+ flex: 0 1 auto;
+ font-size: var(--list-entry-path-font-size);
+ padding: 0;
+ margin: 1px var(--half-standard-margin) 0 0;
+ overflow: hidden;
+}
+
+.dark .base-change-list-element__file-path {
+ color: var(--dark-list-entry-path-text-color);
+}
+
+.light .base-change-list-element__file-path {
+ color: var(--light-list-entry-path-text-color);
+}
+
+/* File status icons */
+
+.dark .base-change-list-element__icon.added {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/added-file-dark.png");
+}
+
+.light .base-change-list-element__icon.added {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/added-file-light.png");
+}
+
+.dark .base-change-list-element__icon.moved {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/moved-file-dark.png");
+}
+
+.light .base-change-list-element__icon.moved {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/moved-file-light.png");
+}
+
+.dark .base-change-list-element__icon.edited {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/edited-file-dark.png");
+}
+
+.light .base-change-list-element__icon.edited {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/edited-file-light.png");
+}
+
+.dark .base-change-list-element__icon.deleted {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/deleted-file-dark.png");
+}
+
+.light .base-change-list-element__icon.deleted {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/deleted-file-light.png");
+}
+
+.dark .base-change-list-element__icon.conflicted {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/conflicted-file-dark.png");
+}
+
+.light .base-change-list-element__icon.conflicted {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/conflicted-file-light.png");
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/BaseChangeListElement.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/BaseChangeListElement.uss.meta
new file mode 100644
index 0000000..05e8844
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/BaseChangeListElement.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1e9148bf9d78e0943aeac7855e43585e
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/BetterTextField.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/BetterTextField.uss
new file mode 100644
index 0000000..55e1a9b
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/BetterTextField.uss
@@ -0,0 +1,19 @@
+/* BetterTextField Styles */
+
+.unity-better-text-field__placeholder {
+ position: absolute;
+ margin: 0;
+ padding: 2px 3px 3px;
+}
+
+.dark .unity-better-text-field__placeholder {
+ color: var(--dark-placeholder-text-color);
+}
+
+.light .unity-better-text-field__placeholder {
+ color: var(--light-placeholder-text-color);
+}
+
+.unity-better-text-field #unity-text-input {
+ overflow: hidden;
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/BetterTextField.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/BetterTextField.uss.meta
new file mode 100644
index 0000000..cd3d9f8
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/BetterTextField.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1526405b75c937f4b9f26bef99e5e692
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ChangesGroupHeader.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ChangesGroupHeader.uss
new file mode 100644
index 0000000..8e3b340
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ChangesGroupHeader.uss
@@ -0,0 +1,17 @@
+/* ChangesGroupHeader Styles */
+
+.changes-group-header__title-bar {
+ flex-direction: row;
+ margin: var(--half-standard-margin) 0;
+}
+
+.changes-group-header__name {
+ -unity-text-align: middle-left;
+ -unity-font-style: bold;
+ flex: 1 1 auto;
+ padding-left: 0;
+}
+
+.changes-group-header__overflow-button {
+ margin-right: 0;
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ChangesGroupHeader.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ChangesGroupHeader.uss.meta
new file mode 100644
index 0000000..1384e15
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ChangesGroupHeader.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7f8119d919033424caea4da5a9f91a88
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ChangesTabPageView.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ChangesTabPageView.uss
new file mode 100644
index 0000000..59728de
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ChangesTabPageView.uss
@@ -0,0 +1,29 @@
+/* ChangesTabPageView Styles */
+
+.changes-tab-page-view__text-field {
+ /* 36px (3 * 12px lines of text) + 5px in default padding + 1px extra */
+ height: 42px;
+
+ margin: var(--standard-margin) 0 0;
+}
+
+.changes-tab-page-view__text-field .unity-text-field__input {
+ -unity-text-align: upper-left;
+}
+
+.changes-tab-page-view__publish-button {
+ align-self: center;
+ width: 128px;
+ justify-content: center;
+ margin-top: var(--standard-margin);
+}
+
+.changes-tab-page-view__search-bar {
+ margin-bottom: var(--half-standard-margin);
+ margin-top: var(--standard-margin);
+}
+
+.changes-tab-page-view__list-view {
+ flex-basis: 288px;
+ margin-bottom: var(--standard-margin);
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ChangesTabPageView.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ChangesTabPageView.uss.meta
new file mode 100644
index 0000000..ab0e4ee
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ChangesTabPageView.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 105b0e05b7ff8d147ad5c7aeed41e3b7
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingDialogue.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingDialogue.uss
new file mode 100644
index 0000000..f300388
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingDialogue.uss
@@ -0,0 +1,17 @@
+/* FloatingDialogue Styles */
+
+.unity-floating-dialogue {
+ position: absolute;
+ border-width: 1px;
+ flex: 1 1 auto;
+}
+
+.dark .unity-floating-dialogue {
+ background-color: #383838;
+ border-color: rgba(35, 35, 35, 1);
+}
+
+.light .unity-floating-dialogue {
+ background-color: #C2C2C2;
+ border-color: rgba(107, 107, 107, 1);
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingDialogue.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingDialogue.uss.meta
new file mode 100644
index 0000000..6902226
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingDialogue.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: b6078429dfca1ea4ea1b81a864670a1c
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingMenu.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingMenu.uss
new file mode 100644
index 0000000..cbcecc0
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingMenu.uss
@@ -0,0 +1,7 @@
+/* FloatingMenu Styles */
+
+.unity-floating-menu {
+ min-width: 144px;
+ min-height: 28px;
+ flex: 1 1 auto;
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingMenu.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingMenu.uss.meta
new file mode 100644
index 0000000..463e6a7
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingMenu.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 04ac82a2c43d10f4790e0c720502e3bf
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingMenuItem.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingMenuItem.uss
new file mode 100644
index 0000000..070380a
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingMenuItem.uss
@@ -0,0 +1,26 @@
+/* FloatingMenuItem Styles */
+
+.unity-floating-menu-item {
+ justify-content: center;
+ padding: 0 var(--standard-padding);
+}
+
+.dark .unity-floating-menu-item:hover,
+.dark .unity-floating-menu-item:focus {
+ background-color: var(--dark-button-hover-focus-bg-color);
+}
+
+.light .unity-floating-menu-item:hover,
+.light .unity-floating-menu-item:focus {
+ background-color: var(--light-button-hover-focus-bg-color);
+}
+
+.dark .unity-floating-menu-item:active,
+.dark .unity-floating-menu-item:hover:active {
+ background-color: var(--dark-button-active-bg-color);
+}
+
+.light .unity-floating-menu-item:active,
+.light .unity-floating-menu-item:hover:active {
+ background-color: var(--light-button-active-bg-color);
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingMenuItem.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingMenuItem.uss.meta
new file mode 100644
index 0000000..6ef0605
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/FloatingMenuItem.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 217de72323dece74caf1db54dfacfac5
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/HistoryEntryComponent.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/HistoryEntryComponent.uss
new file mode 100644
index 0000000..e257bcb
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/HistoryEntryComponent.uss
@@ -0,0 +1,60 @@
+/* HistoryEntryComponent Styles */
+
+.history-entry-component__container {
+ margin-top: var(--standard-margin);
+}
+
+.history-entry-component__profile-background {
+ flex: var(--fixed-size);
+ width: var(--large-icon-size);
+ height: var(--large-icon-size);
+ margin-right: var(--standard-margin);
+ border-radius: var(--half-large-icon-size);
+ background-color: #018d98;
+ justify-content: center;
+}
+
+.history-entry-component__profile-initial {
+ padding: 0;
+ -unity-text-align: middle-center;
+ font-size: var(--profile-icon-font-size);
+}
+
+.history-entry-component__top-row {
+ justify-content: space-between;
+ align-items: center;
+ height: var(--large-icon-size);
+}
+
+.history-entry-component__top-row .row {
+ align-items: center;
+}
+
+.history-entry-component__author-name,
+.history-entry-component__timestamp,
+.history-entry-component__revision-id,
+.history-entry-component__commit-message {
+ overflow: hidden;
+}
+
+.history-entry-component__commit-message {
+ white-space: normal;
+ margin: var(--standard-margin) 0;
+}
+
+.history-entry-component__changed-files-count {
+ -unity-text-align: middle-left;
+ -unity-font-style: bold;
+ flex: 1 1 auto;
+ padding-left: 0;
+ margin-top: var(--standard-margin);
+}
+
+.history-entry-component .divider-horizontal {
+ margin-top: var(--standard-margin);
+}
+
+.history-entry-component__changed-files {
+ flex-basis: 288px;
+ margin-bottom: var(--standard-margin);
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/HistoryEntryComponent.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/HistoryEntryComponent.uss.meta
new file mode 100644
index 0000000..ef61d0f
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/HistoryEntryComponent.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 60eaebd1e96ce8641b789b30cdcda09b
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/IconButton.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/IconButton.uss
new file mode 100644
index 0000000..9a8e2f9
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/IconButton.uss
@@ -0,0 +1,99 @@
+/* IconButton Styles */
+
+.unity-icon-button {
+ flex: var(--fixed-size);
+ width: var(--icon-size);
+ height: var(--icon-size);
+ border-radius: var(--half-icon-size);
+ background-color: var(--no-color);
+}
+
+.dark .unity-icon-button.btn-overflow {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/more-vert-dark.png");
+}
+
+.light .unity-icon-button.btn-overflow {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/more-vert-light.png");
+}
+
+.dark .unity-icon-button.btn-undo {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/undo-dark.png");
+}
+
+.light .unity-icon-button.btn-undo {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/undo-light.png");
+}
+
+.dark .unity-icon-button.btn-revert {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/revert-asset-dark.png");
+}
+
+.light .unity-icon-button.btn-revert {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/revert-asset-light.png");
+}
+
+.dark .unity-icon-button.btn-back {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/back-dark.png");
+}
+
+.light .unity-icon-button.btn-back {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/back-light.png");
+}
+
+.dark .unity-icon-button.btn-show {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/show-dark.png");
+}
+
+.light .unity-icon-button.btn-show {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/show-light.png");
+}
+
+.dark .unity-icon-button.btn-merge {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/merge-dark.png");
+}
+
+.light .unity-icon-button.btn-merge {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/merge-light.png");
+}
+
+.dark .unity-icon-button.btn-choose-remote {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/choose-remote-dark.png");
+}
+
+.light .unity-icon-button.btn-choose-remote {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/choose-remote-light.png");
+}
+
+.dark .unity-icon-button.btn-choose-mine {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/choose-mine-dark.png");
+}
+
+.light .unity-icon-button.btn-choose-mine {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/choose-mine-light.png");
+}
+
+.dark .unity-icon-button.btn-diff {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/diff-dark.png");
+}
+
+.light .unity-icon-button.btn-diff {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/diff-light.png");
+}
+
+.dark .unity-icon-button:focus {
+ background-color: var(--dark-button-hover-focus-bg-color);
+}
+
+.light .unity-icon-button:focus {
+ background-color: var(--light-button-hover-focus-bg-color);
+}
+
+.dark .unity-icon-button:active,
+.dark .unity-icon-button:hover:active {
+ background-color: var(--dark-button-active-bg-color);
+}
+
+.light .unity-icon-button:active,
+.light .unity-icon-button:hover:active {
+ background-color: var(--light-button-active-bg-color);
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/IconButton.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/IconButton.uss.meta
new file mode 100644
index 0000000..c70c4c9
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/IconButton.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 9ca8b1bbe392af949a4fc3018e3c886e
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/IconTextButton.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/IconTextButton.uss
new file mode 100644
index 0000000..6c55bcc
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/IconTextButton.uss
@@ -0,0 +1,19 @@
+/* IconTextButton Styles */
+
+.unity-icon-text-button {
+ flex-direction: row;
+}
+
+.unity-icon-text-button__image {
+ flex: var(--fixed-size);
+ width: var(--icon-size);
+ height: var(--icon-size);
+}
+
+.light .unity-icon-text-button.icon-publish .unity-icon-text-button__image {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/publish-light.png");
+}
+
+.dark .unity-icon-text-button.icon-publish .unity-icon-text-button__image {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/publish-dark.png");
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/IconTextButton.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/IconTextButton.uss.meta
new file mode 100644
index 0000000..aeccf0f
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/IconTextButton.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8bc914db5850edc46bde70b885ad2aa8
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ListNotice.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ListNotice.uss
new file mode 100644
index 0000000..de53860
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ListNotice.uss
@@ -0,0 +1,19 @@
+/* ListNotice Styles */
+
+.list-notice__container {
+ height: 32px;
+ align-items: center;
+}
+
+.list-notice__icon {
+ flex: var(--fixed-size);
+ width: var(--icon-size);
+ height: var(--icon-size);
+ background-color: darkslategrey;
+ margin-right: var(--icon-standard-margin);
+}
+
+.list-notice__text {
+ padding: 0;
+ margin: 0;
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ListNotice.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ListNotice.uss.meta
new file mode 100644
index 0000000..6167fb4
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ListNotice.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 82f99126211a3fe44a96c111768733a3
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/MainPageView.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/MainPageView.uss
new file mode 100644
index 0000000..9cd6a54
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/MainPageView.uss
@@ -0,0 +1,13 @@
+/* MainView Styles */
+
+.main-page-view {
+ flex-grow: 1;
+}
+
+.main-page-view__top-bar {
+ margin: var(--half-standard-margin) var(--standard-margin);
+}
+
+.main-page-view__tab-view {
+ margin: 0 var(--standard-margin);
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/MainPageView.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/MainPageView.uss.meta
new file mode 100644
index 0000000..3f47ec6
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/MainPageView.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7af1720245a987d4b87094fc00ed8a94
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/Paginator.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/Paginator.uss
new file mode 100644
index 0000000..e5e9327
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/Paginator.uss
@@ -0,0 +1,21 @@
+/* Paginator Styles */
+
+.paginator__content {
+ align-items: center;
+ justify-content: space-between;
+ margin: var(--half-standard-margin) 0;
+}
+
+.paginator__page-text {
+ padding: 0;
+}
+
+.paginator__back-button {
+ border-width: 0;
+ margin-left: 0;
+}
+
+.paginator__forwards-button {
+ border-width: 0;
+ margin-right: 0;
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/Paginator.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/Paginator.uss.meta
new file mode 100644
index 0000000..6f3066b
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/Paginator.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 5b40af3dccff15f47b68101c84087977
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ProgressView.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ProgressView.uss
new file mode 100644
index 0000000..77e7262
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ProgressView.uss
@@ -0,0 +1,20 @@
+/* ProgressView Styles */
+
+.progress-view__label {
+ margin: var(--standard-margin);
+ padding: 0;
+}
+
+.progress-view__button {
+ margin: 0 var(--standard-margin) 0 0;
+}
+
+.progress-view__progress-bar {
+ margin: 0 var(--standard-margin);
+ padding: 0;
+}
+
+.progress-view__progress-bar .unity-progress-bar__progress {
+ background-image: none;
+ background-color: #388AFD;
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ProgressView.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ProgressView.uss.meta
new file mode 100644
index 0000000..6004e35
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ProgressView.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6057b0c434179144c9316241a7bc8f2f
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/SearchBar.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/SearchBar.uss
new file mode 100644
index 0000000..a3e95d5
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/SearchBar.uss
@@ -0,0 +1,68 @@
+/* SearchBar Styles */
+
+.unity-search-bar {
+ flex-direction: row;
+}
+
+.unity-search-bar__search-field {
+ width: auto;
+ flex: 1 1 auto;
+ font-size: 12px;
+ padding: 1px;
+ border-radius: 2px;
+ margin: 1px 0;
+}
+
+.unity-search-bar__search-field #unity-text-input {
+ padding: 0;
+ margin-top: 1px;
+ font-size: 12px;
+}
+
+.unity-search-bar__search-field #unity-search {
+ flex: var(--fixed-size);
+ height: var(--icon-size);
+ width: var(--icon-size);
+}
+
+.dark .unity-search-bar__search-field #unity-search {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/search-dark.png");
+}
+
+.light .unity-search-bar__search-field #unity-search {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/search-light.png");
+}
+
+.unity-search-bar__search-field #unity-cancel {
+ flex: var(--fixed-size);
+ height: var(--icon-size);
+ width: var(--icon-size);
+ margin-top: 0;
+}
+
+.dark .unity-search-bar__search-field #unity-cancel {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/clear-dark.png");
+}
+
+.light .unity-search-bar__search-field #unity-cancel {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/clear-light.png");
+}
+
+.unity-search-bar__search-field #unity-cancel.unity-search-field-base__cancel-button--off {
+ background-image: none;
+}
+
+.unity-search-bar__placeholder {
+ position: absolute;
+ top: 4px;
+ left: 20px;
+}
+
+.dark .unity-search-bar__placeholder {
+ color: var(--dark-placeholder-text-color);
+}
+
+.light .unity-search-bar__placeholder {
+ color: var(--light-placeholder-text-color);
+}
+
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/SearchBar.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/SearchBar.uss.meta
new file mode 100644
index 0000000..635cb52
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/SearchBar.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 099a86cc24e116c41815daf0c97e89ff
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/StartPageView.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/StartPageView.uss
new file mode 100644
index 0000000..19e26fa
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/StartPageView.uss
@@ -0,0 +1,15 @@
+/* StartPageView Styles */
+
+.start-page-view__title {
+ margin: var(--standard-margin) var(--standard-margin);
+ white-space: normal;
+ font-size: 13px;
+}
+
+.start-page-view__button {
+ margin: 0 var(--standard-margin);
+ width: 100%;
+ max-width: 128px;
+ height: 24px;
+ align-self: center;
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/StartPageView.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/StartPageView.uss.meta
new file mode 100644
index 0000000..b336d3a
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/StartPageView.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a06574b6de1fa064e95a5635a03b712d
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TabView.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TabView.uss
new file mode 100644
index 0000000..4978149
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TabView.uss
@@ -0,0 +1,42 @@
+.unity-tab-view {
+ flex-grow: 1;
+}
+
+.unity-tab-view__content-container {
+ flex: 1 1 auto;
+}
+
+.unity-tab-view__toolbar {
+ flex-direction: row;
+ border-bottom-width: 1px;
+}
+
+.dark .unity-tab-view__toolbar {
+ border-color: var(--divider-dark);
+}
+
+.light .unity-tab-view__toolbar {
+ border-color: var(--divider-light);
+}
+
+.unity-text-button.unity-tab-view__tab-header {
+ background-color: rgba(0, 0, 0, 0);
+ border-color: rgba(0, 0, 0, 0);
+ border-width: 0;
+ border-bottom-width: 2px;
+ padding: 3px 0 2px;
+ margin-right: var(--standard-margin);
+}
+
+.unity-text-button.unity-tab-view__tab-header.active {
+ border-color: #357CC0;
+ background-color: var(--no-color);
+}
+
+.dark .unity-text-button.unity-tab-view__tab-header.active:active {
+ background-color: var(--no-color);
+}
+
+.light .unity-text-button.unity-tab-view__tab-header.active:active {
+ background-color: var(--no-color);
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TabView.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TabView.uss.meta
new file mode 100644
index 0000000..0ed52e0
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TabView.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 85edc31085b5b4446a25358f42c67726
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TextButton.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TextButton.uss
new file mode 100644
index 0000000..facb91f
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TextButton.uss
@@ -0,0 +1,25 @@
+/* TextButton Styles */
+
+.unity-text-button {
+ border-width: 0;
+ padding: 3px 5px 2px;
+ margin: 0;
+}
+
+.dark .unity-text-button:focus {
+ background-color: var(--dark-button-hover-focus-bg-color);
+}
+
+.light .unity-text-button:focus {
+ background-color: var(--light-button-hover-focus-bg-color);
+}
+
+.dark .unity-text-button:active,
+.dark .unity-text-button:hover:active {
+ background-color: var(--dark-button-active-bg-color);
+}
+
+.light .unity-text-button:active,
+.light .unity-text-button:hover:active {
+ background-color: var(--light-button-active-bg-color);
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TextButton.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TextButton.uss.meta
new file mode 100644
index 0000000..1fa0ced
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TextButton.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 2d4eaba42964d3d42b83dcaaf21d31ad
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ToggleableChangeListElement.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ToggleableChangeListElement.uss
new file mode 100644
index 0000000..fb010fa
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ToggleableChangeListElement.uss
@@ -0,0 +1,6 @@
+/* ToggleableChangeEntry Styles */
+
+.toggleable-change-list-element__toggle {
+ padding: 0;
+ margin: 0 var(--half-standard-margin) 0 var(--quarter-standard-margin);
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ToggleableChangeListElement.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ToggleableChangeListElement.uss.meta
new file mode 100644
index 0000000..176e4e1
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/ToggleableChangeListElement.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ab00137e5c7e8d04eb464b23bd11c36d
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TopBar.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TopBar.uss
new file mode 100644
index 0000000..07b5f05
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TopBar.uss
@@ -0,0 +1,36 @@
+/* TopBar Styles */
+
+.top-bar {
+ flex: var(--fixed-size);
+}
+
+.top-bar__icon {
+ width: var(--icon-size);
+ height: var(--icon-size);
+ margin-right: var(--icon-standard-margin);
+}
+
+.top-bar__container,
+.top-bar__back {
+ align-items: center;
+}
+
+.top-bar__overflow-button {
+ margin-right: 0;
+}
+
+.top-bar__back-button {
+ margin-right: var(--icon-standard-margin);
+}
+
+.top-bar__back {
+ margin-right: var(--standard-margin);
+}
+
+.dark .top-bar__icon {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/collaborate-dark.png");
+}
+
+.light .top-bar__icon {
+ background-image: resource("Packages/com.unity.collab-proxy/Editor/Collaborate/Assets/Icons/collaborate-light.png");
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TopBar.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TopBar.uss.meta
new file mode 100644
index 0000000..0078ba6
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/TopBar.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d5e79efd9cf63ef468d0d843ce3bd96f
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/styles.uss b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/styles.uss
new file mode 100644
index 0000000..5abfdad
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/styles.uss
@@ -0,0 +1,77 @@
+/* Global Styles */
+
+/* can't use :root here for some reason -- the variables get lost when switching between changes and history tabs */
+* {
+ --standard-margin: 8px;
+ --half-standard-margin: 4px;
+ --quarter-standard-margin: 2px;
+ --standard-padding: var(--standard-margin);
+
+ --icon-size: 16px;
+ --half-icon-size: 8px;
+ --large-icon-size: 22px;
+ --half-large-icon-size: 11px;
+ --icon-standard-margin: var(--half-standard-margin);
+
+ --list-entry-height: 25px;
+ --list-entry-path-font-size: 10px;
+ --dark-list-entry-path-text-color: #949494;
+ --light-list-entry-path-text-color: #6B6B6B;
+
+ --profile-icon-font-size: 13px;
+
+ --no-color: rgba(0, 0, 0, 0);
+ --dark-placeholder-text-color: #7D7D7D;
+ --light-placeholder-text-color: #7D7D7D;
+
+ /* Colours used for custom buttons that don't have a border */
+ --dark-button-hover-focus-bg-color: #303030;
+ --light-button-hover-focus-bg-color: #B2B2B2;
+ --dark-button-active-bg-color: #484848;
+ --light-button-active-bg-color: #8F8F8F;
+
+ --divider-dark: #5F5F5F;
+ --divider-light: #9A9A9A;
+
+ --fixed-size: 0 0 auto;
+}
+
+.hidden {
+ display: none;
+}
+
+.divider-horizontal {
+ height: 1px;
+}
+
+.dark .divider-horizontal {
+ background-color: var(--divider-dark);
+}
+
+.light .divider-horizontal {
+ background-color: var(--divider-light);
+}
+
+.divider-vertical {
+ width: 1px;
+}
+
+.dark .divider-vertical {
+ background-color: var(--divider-dark);
+}
+
+.light .divider-vertical {
+ background-color: var(--divider-light);
+}
+
+.row {
+ flex-direction: row;
+}
+
+.column {
+ flex-direction: column;
+}
+
+.grow {
+ flex-grow: 1;
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/styles.uss.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/styles.uss.meta
new file mode 100644
index 0000000..3dc82c4
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/Styles/styles.uss.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: c7accf430e3622a47899ea1ca1cb7d63
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/UiConstants.cs b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/UiConstants.cs
new file mode 100644
index 0000000..8f758e2
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/UiConstants.cs
@@ -0,0 +1,17 @@
+using System;
+
+namespace Unity.Cloud.Collaborate.Assets
+{
+ internal static class UiConstants
+ {
+ public const int ChangesListViewItemHeight = 24;
+ public const int HistoryListViewItemHeight = 24;
+
+ // USS classes
+ public const string ussDark = "dark";
+ public const string ussLight = "light";
+ public const string ussHidden = "hidden";
+ public const string ussDefaultInset = "default-inset";
+ public const string ussActive = "active";
+ }
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/UiConstants.cs.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/UiConstants.cs.meta
new file mode 100644
index 0000000..855c063
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Assets/UiConstants.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: cf677bf6afd8cad46b28db4b484c0106
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common.meta
new file mode 100644
index 0000000..6d4a5b7
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 20757f1954d242248a5d6250be2369c0
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/ArrayContainer.cs b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/ArrayContainer.cs
new file mode 100644
index 0000000..bd282f5
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/ArrayContainer.cs
@@ -0,0 +1,10 @@
+using System;
+using UnityEngine;
+
+namespace Unity.Cloud.Collaborate.Common {
+ [Serializable]
+ internal class ArrayContainer
+ {
+ [SerializeField] public T[] Values = new T[0];
+ }
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/ArrayContainer.cs.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/ArrayContainer.cs.meta
new file mode 100644
index 0000000..d3e4adb
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/ArrayContainer.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: b4c383403b36ad948aaa161b45b6728b
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/LocationAttribute.cs b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/LocationAttribute.cs
new file mode 100644
index 0000000..e47a27a
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/LocationAttribute.cs
@@ -0,0 +1,38 @@
+using System;
+using UnityEditorInternal;
+using UnityEngine;
+
+namespace Unity.Cloud.Collaborate.Common {
+ [AttributeUsage(AttributeTargets.Class)]
+ internal sealed class LocationAttribute : Attribute
+ {
+ public enum Location { PreferencesFolder, LibraryFolder }
+
+ string m_RelativePath;
+ readonly Location m_Location;
+ string m_FilePath;
+
+ public string FilePath {
+ get {
+ if (m_FilePath != null) return m_FilePath;
+
+ if (m_RelativePath[0] == '/')
+ m_RelativePath = m_RelativePath.Substring(1);
+
+ if (m_Location == Location.PreferencesFolder)
+ m_FilePath = $"{InternalEditorUtility.unityPreferencesFolder}/{m_RelativePath}";
+ else if (m_Location == Location.LibraryFolder)
+ m_FilePath = $"Library/Collab/{m_RelativePath}";
+
+ return m_FilePath;
+ }
+ }
+
+ public LocationAttribute(string relativePath, Location location)
+ {
+ //Guard.ArgumentNotNullOrWhiteSpace(relativePath, "relativePath");
+ m_RelativePath = relativePath;
+ m_Location = location;
+ }
+ }
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/LocationAttribute.cs.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/LocationAttribute.cs.meta
new file mode 100644
index 0000000..a5425c3
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/LocationAttribute.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f70f59d7b56fd39459b32bfbdc72eb23
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/README.md b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/README.md
new file mode 100644
index 0000000..d3ecbed
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/README.md
@@ -0,0 +1,15 @@
+# Unity Collaborate Common Code
+This directory contains common classes and logic for the package.
+
+## Overview
+This is the structure of the directory:
+```none
+
+ ├── LocationAttribute.cs
+ └── ScriptableObjectSingleton.cs
+```
+
+`LocationAttribute.cs` attribute used to specify where to cache the ScriptableObjectSingleton.
+
+`ScriptableObjectSingleton.cs` public version of the ScriptableSingleton class in Unity and modified from the
+GitHubForUnity implementation of it.
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/README.md.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/README.md.meta
new file mode 100644
index 0000000..4323584
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/README.md.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 4f5692fbca7d9f6459e5506fc3037de0
+TextScriptImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/ScriptableObjectSingleton.cs b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/ScriptableObjectSingleton.cs
new file mode 100644
index 0000000..0bddf42
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/ScriptableObjectSingleton.cs
@@ -0,0 +1,83 @@
+using System;
+using System.IO;
+using System.Linq;
+using JetBrains.Annotations;
+using UnityEditorInternal;
+using UnityEngine;
+using UnityEngine.Assertions;
+using Object = UnityEngine.Object;
+
+namespace Unity.Cloud.Collaborate.Common
+{
+ internal class ScriptableObjectSingleton : ScriptableObject where T : ScriptableObject
+ {
+ static T s_Instance;
+ public static T Instance
+ {
+ get
+ {
+ if (s_Instance == null)
+ CreateAndLoad();
+ return s_Instance;
+ }
+ }
+
+ protected ScriptableObjectSingleton()
+ {
+ if (s_Instance != null)
+ {
+ Debug.LogError("Singleton already exists!");
+ }
+ else
+ {
+ s_Instance = this as T;
+ Assert.IsFalse(s_Instance == null);
+ }
+ }
+
+ static void CreateAndLoad()
+ {
+ Assert.IsTrue(s_Instance == null);
+
+ var filePath = GetFilePath();
+ if (!string.IsNullOrEmpty(filePath) && File.Exists(filePath))
+ {
+ InternalEditorUtility.LoadSerializedFileAndForget(filePath);
+ }
+
+ if (s_Instance == null)
+ {
+ var inst = CreateInstance() as ScriptableObjectSingleton;
+ Assert.IsFalse(inst == null);
+ inst.hideFlags = HideFlags.HideAndDontSave;
+ inst.Save();
+ }
+
+ Assert.IsFalse(s_Instance == null);
+ }
+
+ protected void Save()
+ {
+ if (s_Instance == null)
+ {
+ Debug.LogError("Cannot save singleton, no instance!");
+ return;
+ }
+
+ var locationFilePath = GetFilePath();
+ var directoryName = Path.GetDirectoryName(locationFilePath);
+ if (directoryName == null) return;
+ Directory.CreateDirectory(directoryName);
+ InternalEditorUtility.SaveToSerializedFileAndForget(new Object[]{ s_Instance }, locationFilePath, true);
+ }
+
+ [CanBeNull]
+ static string GetFilePath()
+ {
+ var attr = typeof(T).GetCustomAttributes(true)
+ .OfType()
+ .FirstOrDefault();
+ return attr?.FilePath;
+ }
+ }
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/ScriptableObjectSingleton.cs.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/ScriptableObjectSingleton.cs.meta
new file mode 100644
index 0000000..171c615
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/ScriptableObjectSingleton.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 9e9013c2188594044bd7c651ad8c9bf3
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/SerializableDictionary.cs b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/SerializableDictionary.cs
new file mode 100644
index 0000000..5e08df3
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/SerializableDictionary.cs
@@ -0,0 +1,55 @@
+using System;
+using System.Collections.Generic;
+using System.Runtime.Serialization;
+using UnityEngine;
+
+namespace Unity.Cloud.Collaborate.Common
+{
+ //http://answers.unity3d.com/answers/809221/view.html
+
+ [Serializable]
+ internal class SerializableDictionary : Dictionary, ISerializationCallbackReceiver
+ {
+ [SerializeField]
+ List m_Keys = new List();
+ [SerializeField]
+ List m_Values = new List();
+
+ public SerializableDictionary()
+ {
+ }
+
+ public SerializableDictionary(IDictionary input) : base(input)
+ {
+ }
+
+ // Save the dictionary to lists
+ public void OnBeforeSerialize()
+ {
+ m_Keys.Clear();
+ m_Values.Clear();
+ foreach (var pair in this)
+ {
+ m_Keys.Add(pair.Key);
+ m_Values.Add(pair.Value);
+ }
+ }
+
+ // load dictionary from lists
+ public void OnAfterDeserialize()
+ {
+ Clear();
+
+ if (m_Keys.Count != m_Values.Count)
+ {
+ throw new SerializationException($"there are {m_Keys.Count} keys and {m_Values.Count} " +
+ "values after deserialization. Make sure that both key and value types are serializable.");
+ }
+
+ for (var i = 0; i < m_Keys.Count; i++)
+ {
+ Add(m_Keys[i], m_Values[i]);
+ }
+ }
+ }
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/SerializableDictionary.cs.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/SerializableDictionary.cs.meta
new file mode 100644
index 0000000..2cc9d01
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/SerializableDictionary.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 73b5e3c234aedab45891126c667b675c
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/StringArrayContainer.cs b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/StringArrayContainer.cs
new file mode 100644
index 0000000..b6895a6
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/StringArrayContainer.cs
@@ -0,0 +1,7 @@
+using System;
+
+namespace Unity.Cloud.Collaborate.Common {
+ [Serializable]
+ internal class StringArrayContainer : ArrayContainer
+ {}
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/StringArrayContainer.cs.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/StringArrayContainer.cs.meta
new file mode 100644
index 0000000..fd81d93
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Common/StringArrayContainer.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 15c52dcd6affd004b9932309045504bf
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Components.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Components.meta
new file mode 100644
index 0000000..0874717
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Components.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: e7be2071ea7d53645b6b64cfbfcdbd47
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Components/AdapterListView.cs b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Components/AdapterListView.cs
new file mode 100644
index 0000000..7d871e3
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Components/AdapterListView.cs
@@ -0,0 +1,92 @@
+using System;
+using JetBrains.Annotations;
+using Unity.Cloud.Collaborate.Views.Adapters;
+using Unity.Cloud.Collaborate.Views.Adapters.ListAdapters;
+using UnityEngine.Assertions;
+using UnityEngine.UIElements;
+
+namespace Unity.Cloud.Collaborate.Components
+{
+ internal class AdapterListView : VisualElement, IAdapterObserver
+ {
+ public const string UssClassName = "unity-adapter-list-view";
+ public const string ListViewUssClassName = UssClassName + "__list-view";
+
+ IAdapter m_Adapter;
+ readonly ListView m_ListView;
+
+ public AdapterListView()
+ {
+ AddToClassList(UssClassName);
+ m_ListView = new ListView();
+ m_ListView.style.flexGrow = new StyleFloat(1);
+ m_ListView.AddToClassList(ListViewUssClassName);
+ Add(m_ListView);
+ }
+
+ ///
+ /// Set the adapter for the list.
+ ///
+ /// Adapter for the list to use.
+ /// The type of the list entries.
+ public void SetAdapter(BaseListAdapter adapter) where T : VisualElement
+ {
+ Assert.IsNull(m_Adapter, "There cannot be more than one adapter at a time.");
+ m_Adapter = adapter;
+ m_Adapter.RegisterObserver(this);
+ m_ListView.makeItem = m_Adapter.MakeItem;
+ m_ListView.bindItem = m_Adapter.BindItem;
+#if UNITY_2021_2_OR_NEWER
+ m_ListView.fixedItemHeight = m_Adapter.Height;
+#else
+ m_ListView.itemHeight = m_Adapter.Height;
+#endif
+ NotifyDataSetChanged();
+ }
+
+ ///
+ /// Remove adapter from the list.
+ ///
+ public void RemoveAdapter()
+ {
+ Assert.IsNotNull(m_Adapter, "Cannot remove a non-existent adapter.");
+ m_Adapter.DeregisterObserver(this);
+ m_ListView.makeItem = null;
+ m_ListView.bindItem = null;
+#if UNITY_2021_2_OR_NEWER
+ m_ListView.fixedItemHeight = 0;
+#else
+ m_ListView.itemHeight = 0;
+#endif
+ m_ListView.itemsSource = null;
+ m_Adapter = null;
+ }
+
+ ///
+ /// Set the selection type of the list.
+ ///
+ public SelectionType SelectionType
+ {
+ set => m_ListView.selectionType = value;
+ get => m_ListView.selectionType;
+ }
+
+ ///
+ /// Notify that the data in this list has changed.
+ ///
+ public void NotifyDataSetChanged()
+ {
+ // TODO: pagination support would be done here if it happens.
+ // Feed the ListView a dummy list of the correct length.
+ m_ListView.itemsSource = new bool[m_Adapter.GetEntryCount()];
+ }
+
+ public void ScrollToIndex(int idx)
+ {
+ m_ListView.ScrollToItem(idx);
+ }
+
+ [UsedImplicitly]
+ public new class UxmlFactory : UxmlFactory { }
+ }
+}
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Components/AdapterListView.cs.meta b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Components/AdapterListView.cs.meta
new file mode 100644
index 0000000..6b8109c
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Components/AdapterListView.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: daf8ab897cb58d144814920459a2e206
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Components/AlertBox.cs b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Components/AlertBox.cs
new file mode 100644
index 0000000..f65b0f9
--- /dev/null
+++ b/unity_project/Library/PackageCache/com.unity.collab-proxy@1.15.7/Editor/Collaborate/Components/AlertBox.cs
@@ -0,0 +1,214 @@
+using System;
+using System.Collections.Generic;
+using JetBrains.Annotations;
+using Unity.Cloud.Collaborate.Assets;
+using Unity.Cloud.Collaborate.UserInterface;
+using UnityEditor;
+using UnityEngine.UIElements;
+
+namespace Unity.Cloud.Collaborate.Components
+{
+ [UsedImplicitly]
+ internal class AlertBox : VisualElement
+ {
+ ///
+ /// Describes the severity of the alert. Used to set the icon.
+ ///
+ public enum AlertLevel
+ {
+ Info,
+ Warning,
+ Alert
+ }
+
+ public const string UssClassName = "alert-box";
+ public const string IconUssClassName = UssClassName + "__icon";
+ public const string TextUssClassName = UssClassName + "__text";
+ public const string ButtonUssClassName = UssClassName + "__button";
+
+ static readonly string k_LayoutPath = $"{CollaborateWindow.LayoutPath}/{nameof(AlertBox)}.uxml";
+ static readonly string k_StylePath = $"{CollaborateWindow.StylePath}/{nameof(AlertBox)}.uss";
+
+ readonly Button m_Button;
+ readonly VisualElement m_Icon;
+ readonly TextElement m_Text;
+
+ // Uss classes to set which icon is displayed.
+ const string k_UssIconInfo = "icon-info";
+ const string k_UssIconWarning = "icon-warning";
+ const string k_UssIconAlert = "icon-alert";
+
+ ///
+ /// Queue of alerts to be displayed.
+ ///
+ readonly SortedSet m_AlertEntryList;
+
+ ///
+ /// Initialize the box and hide it.
+ ///
+ public AlertBox()
+ {
+ // Get the layout
+ AddToClassList(UssClassName);
+ AssetDatabase.LoadAssetAtPath(k_LayoutPath).CloneTree(this);
+ styleSheets.Add(AssetDatabase.LoadAssetAtPath(k_StylePath));
+
+ // Initialise fields
+ m_Icon = this.Q(className: IconUssClassName);
+ m_Text = this.Q(className: TextUssClassName);
+ m_Button = this.Q