A game made in Unity3D for the second Touhou Fan Game Jam
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Assets/Audio/gameover.wav

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Assets/Audio/gameover.wav.meta
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Assets/PlayerSwing.cs
··· 1 + using System.Collections; 2 + using System.Collections.Generic; 3 + using UnityEngine; 4 + 5 + public class PlayerSwing : MonoBehaviour { 6 + 7 + public GameObject Player; 8 + public float RepelSpeed = 5f; 9 + 10 + /// <summary> 11 + /// Awake is called when the script instance is being loaded. 12 + /// </summary> 13 + void Awake() { 14 + Player = GameObject.FindWithTag("Player"); 15 + } 16 + 17 + /// <summary> 18 + /// Sent when another object enters a trigger collider attached to this 19 + /// object (2D physics only). 20 + /// </summary> 21 + /// <param name="other">The other Collider2D involved in this collision.</param> 22 + void OnTriggerEnter2D(Collider2D other) => Trigger(other); 23 + 24 + /// <summary> 25 + /// Sent each frame where another object is within a trigger collider 26 + /// attached to this object (2D physics only). 27 + /// </summary> 28 + /// <param name="other">The other Collider2D involved in this collision.</param> 29 + void OnTriggerStay2D(Collider2D other) => Trigger(other); 30 + 31 + void Trigger(Collider2D other ) { 32 + if (!other.CompareTag("Enemy")) return; 33 + var rigidbody = other.GetComponent<Rigidbody2D>(); 34 + if (rigidbody == null) return; 35 + var diff = Player.transform.position - other.transform.position; 36 + var dir = -diff.normalized; 37 + rigidbody.velocity = RepelSpeed * dir; 38 + } 39 + 40 + }
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Assets/PlayerSwing.cs.meta
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Assets/Prefabs/Enemies/BombFairy/BombFairy.prefab
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Assets/Prefabs/Enemies/BombFairy/BombFairy_Big.prefab
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Assets/Prefabs/Enemies/BombFairy/BombFairy_Huge.prefab
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Assets/Prefabs/Enemies/BombFairy/BombFairy_Red.prefab
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Assets/Prefabs/Enemies/Cirno/CirnoExplosion.prefab
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Assets/Prefabs/Enemies/Explosion.prefab
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Assets/Prefabs/Player.prefab
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Assets/Prefabs/Player/Animation/Swing.anim
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Assets/Prefabs/Player/Animation/Swing_Down.anim
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Assets/Scripts/DestroyWhenDone.cs
··· 5 5 public class DestroyWhenDone : MonoBehaviour { 6 6 7 7 public Animator Animator; 8 + public Animation Animation; 8 9 public AudioSource AudioSource; 9 10 public ParticleSystem ParticleSystem; 10 11 ··· 19 20 } 20 21 if (ParticleSystem != null) { 21 22 keepGameObject |= ParticleSystem.isPlaying; 23 + } 24 + if (Animation != null) { 25 + keepGameObject |= Animation.isPlaying; 22 26 } 23 27 if (!keepGameObject) { 24 28 Destroy(gameObject);
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Assets/Scripts/GameOverDialogue.cs
··· 5 5 6 6 public class GameOverDialogue : MonoBehaviour { 7 7 8 + public AudioSource BGM; 9 + public AudioClip GameOverBGM; 10 + 8 11 public void GameOver() { 9 12 Time.timeScale = 0f; 10 13 gameObject.SetActive(true); 14 + BGM.Stop(); 15 + BGM.clip = GameOverBGM; 16 + BGM.Play(); 11 17 } 12 18 13 19 public void ResetTimescale() {
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Assets/Scripts/PlayerAttack.cs
··· 5 5 public class PlayerAttack : MonoBehaviour { 6 6 7 7 public GameObject ProjectilePrefab; 8 + public GameObject SwingPrefab; 8 9 public float MinDelayProjectile; 9 10 public float ShotSpeed = 5; 10 11 public float BlastBulletCount = 8; 11 12 public float PanicDelay = 15f; 13 + public float MeleeDelay; 14 + public float SwingDistance = 1.5f; 12 15 [System.NonSerialized] public float PanicTimer; 13 16 14 17 bool firedSinceLastTimer; 15 18 float timer; 16 19 float panicTimer; 20 + float meleeTimer; 17 21 bool fireBlast; 18 22 19 23 // Update is called once per frame ··· 21 25 timer -= Time.deltaTime; 22 26 PanicTimer -= Time.deltaTime; 23 27 FireCheck("Fire1", false); 24 - FireCheck("Fire2", true, PanicTimer < 0); 28 + MeleeCheck("Fire2"); 29 + FireCheck("Fire3", true, PanicTimer < 0); 25 30 if (timer > 0f || !firedSinceLastTimer) return; 26 31 if (fireBlast) { 27 32 FireBlast(); ··· 30 35 } 31 36 } 32 37 38 + void MeleeCheck(string input) { 39 + meleeTimer -= Time.deltaTime; 40 + if (meleeTimer >= 0f || !Input.GetButtonDown(input)) return; 41 + var mouseDir = GetMouseDir(); 42 + var position = (Vector2)transform.position + mouseDir * SwingDistance; 43 + var angle = Mathf.Atan2(mouseDir.y, mouseDir.x) * Mathf.Rad2Deg; 44 + Instantiate(SwingPrefab, position, Quaternion.Euler(0, 0, angle - 90f)); 45 + } 46 + 33 47 void FireCheck(string input, bool blast, bool prereq = true) { 34 48 if (!prereq) return; 35 49 var check = Input.GetButtonDown(input); ··· 48 62 PanicTimer = PanicDelay; 49 63 } 50 64 51 - void FireSingle() { 65 + Vector2 GetMouseDir() { 52 66 var camera = Camera.main; 53 67 var mousePosition = (Vector2)camera.ScreenToWorldPoint(Input.mousePosition); 54 - var direction = (mousePosition - (Vector2)transform.position).normalized; 55 - Fire(ProjectilePrefab, direction); 68 + return (mousePosition - (Vector2)transform.position).normalized; 56 69 } 70 + 71 + void FireSingle() => Fire(ProjectilePrefab, GetMouseDir()); 57 72 58 73 void Fire(GameObject prefab, Vector2 direction) { 59 74 var projectile = Instantiate(prefab, transform.position, Quaternion.identity);
Assets/Sprites/SwingFX.png

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ProjectSettings/InputManager.asset
··· 74 74 descriptiveName: 75 75 descriptiveNegativeName: 76 76 negativeButton: 77 - positiveButton: left shift 77 + positiveButton: space 78 78 altNegativeButton: 79 79 altPositiveButton: mouse 2 80 80 gravity: 1000