A game made in Unity3D for the second Touhou Fan Game Jam
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James Liu 36a9b35d

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.gitignore
··· 1 + .vscode/ 2 + Temp/ 3 + Build/ 4 + Library/ 5 + obj/ 6 + *.sln 7 + *.csproj
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Assets/Main Audio Mixer.mixer
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Assets/Scenes/MainMenu.unity.meta
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Assets/Scripts.meta
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Assets/Scripts/Enemy.cs
··· 1 + using System.Collections; 2 + using System.Collections.Generic; 3 + using UnityEngine; 4 + 5 + public class Enemy : MonoBehaviour { 6 + 7 + public enum EnemyTarget { 8 + None, Player, Reactor 9 + } 10 + 11 + public EnemyTarget Target; 12 + public float MovementSpeed = 5f; 13 + public float DamageDealt = 5f; 14 + public SpriteRenderer[] Renderers; 15 + 16 + Transform Player; 17 + Transform Reactor; 18 + 19 + /// <summary> 20 + /// Awake is called when the script instance is being loaded. 21 + /// </summary> 22 + void Awake() { 23 + Player = GameObject.FindWithTag("Player").transform; 24 + Reactor = GameObject.FindWithTag("Reactor").transform; 25 + } 26 + 27 + /// <summary> 28 + /// Update is called every frame, if the MonoBehaviour is enabled. 29 + /// </summary> 30 + void Update() { 31 + Transform target = GetTarget(); 32 + if (target == null) return; 33 + var diff = target.position - transform.position; 34 + 35 + foreach (var renderer in Renderers) { 36 + renderer.flipX = diff.x > 0; 37 + } 38 + 39 + transform.position = Vector3.MoveTowards(transform.position, target.position, MovementSpeed * Time.deltaTime); 40 + } 41 + 42 + Transform GetTarget() { 43 + switch (Target) { 44 + case EnemyTarget.Player: 45 + return Player; 46 + case EnemyTarget.Reactor: 47 + return Reactor; 48 + default: 49 + return null; 50 + } 51 + } 52 + 53 + }
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Assets/Scripts/Enemy.cs.meta
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+51
Assets/Scripts/EnemySpawner.cs
··· 1 + using System.Linq; 2 + using System.Collections; 3 + using System.Collections.Generic; 4 + using UnityEngine; 5 + 6 + public class EnemySpawner : MonoBehaviour { 7 + 8 + [System.Serializable] 9 + public struct EnemySpawn { 10 + public float Weight; 11 + public GameObject EnemyPrefab; 12 + } 13 + 14 + public EnemySpawn[] Spawns; 15 + public float SpawnTimer = 0.2f; 16 + 17 + float TotalWeight; 18 + float TimeSinceLastSpawn; 19 + 20 + /// <summary> 21 + /// Awake is called when the script instance is being loaded. 22 + /// </summary> 23 + void Awake() { 24 + TimeSinceLastSpawn = SpawnTimer; 25 + TotalWeight = Spawns.Where(s => s.EnemyPrefab != null).Sum(s => s.Weight); 26 + } 27 + 28 + /// <summary> 29 + /// Update is called every frame, if the MonoBehaviour is enabled. 30 + /// </summary> 31 + void Update() { 32 + TimeSinceLastSpawn -= Time.deltaTime; 33 + if (TimeSinceLastSpawn < 0f) { 34 + SpawnEnemy(); 35 + TimeSinceLastSpawn = SpawnTimer; 36 + } 37 + } 38 + 39 + void SpawnEnemy() { 40 + var selectWeight = Random.value * TotalWeight; 41 + foreach (var spawn in Spawns) { 42 + if (spawn.EnemyPrefab == null) continue; 43 + selectWeight -= spawn.Weight; 44 + if (selectWeight <= 0f) { 45 + Instantiate(spawn.EnemyPrefab, transform.position, transform.rotation); 46 + return; 47 + } 48 + } 49 + } 50 + 51 + }
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Assets/Scripts/EnemySpawner.cs.meta
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Assets/Scripts/FollowPlayer.cs
··· 1 + using System.Collections; 2 + using System.Collections.Generic; 3 + using UnityEngine; 4 + 5 + 6 + public class FollowPlayer : MonoBehaviour { 7 + 8 + public Transform Player; 9 + float zIndex; 10 + 11 + /// <summary> 12 + /// Awake is called when the script instance is being loaded. 13 + /// </summary> 14 + void Awake() { 15 + if (Player == null) { 16 + Player = GameObject.FindWithTag("Player").transform; 17 + } 18 + zIndex = transform.position.z; 19 + } 20 + 21 + // Update is called once per frame 22 + void Update () { 23 + var pos = Player.position; 24 + pos.z = zIndex; 25 + transform.position = pos; 26 + } 27 + 28 + }
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Assets/Scripts/FollowPlayer.cs.meta
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Assets/Scripts/Menu.meta
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Assets/Scripts/Menu/GameName.cs
··· 1 + using System.Collections; 2 + using System.Collections.Generic; 3 + using UnityEngine; 4 + using UnityEngine.UI; 5 + 6 + [ExecuteInEditMode] 7 + public class GameName : MonoBehaviour { 8 + 9 + public Text Text; 10 + 11 + /// <summary> 12 + /// Update is called every frame, if the MonoBehaviour is enabled. 13 + /// </summary> 14 + void Update() { 15 + if (Text == null) return; 16 + Text.text = Application.productName; 17 + } 18 + 19 + }
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Assets/Scripts/Menu/GameName.cs.meta
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Assets/Scripts/Menu/MenuManager.cs
··· 1 + using System.Collections; 2 + using System.Collections.Generic; 3 + using UnityEngine; 4 + using UnityEngine.SceneManagement; 5 + 6 + public class MenuManager : MonoBehaviour { 7 + 8 + public GameObject CurrentMenu; 9 + 10 + public void SetMenu(GameObject go) { 11 + if (CurrentMenu != null) { 12 + CurrentMenu.SetActive(false); 13 + } 14 + CurrentMenu = go; 15 + if (CurrentMenu != null) { 16 + CurrentMenu.SetActive(true); 17 + } 18 + } 19 + 20 + public void QuitGame() => Application.Quit(); 21 + 22 + public void LoadScene(string sceneName) => SceneManager.LoadScene(sceneName); 23 + 24 + }
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Assets/Scripts/Menu/MenuManager.cs.meta
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Assets/Scripts/PlayerAnimation.cs
··· 1 + using System.Collections; 2 + using System.Collections.Generic; 3 + using UnityEngine; 4 + 5 + public class PlayerAnimation : MonoBehaviour { 6 + 7 + public Animator Animator; 8 + 9 + bool PlayerFacing; 10 + Vector3 oldPosition; 11 + 12 + /// <summary> 13 + /// Update is called every frame, if the MonoBehaviour is enabled. 14 + /// </summary> 15 + void Update() { 16 + oldPosition = transform.position; 17 + } 18 + 19 + /// <summary> 20 + /// LateUpdate is called every frame, if the Behaviour is enabled. 21 + /// It is called after all Update functions have been called. 22 + /// </summary> 23 + void LateUpdate() { 24 + var diff = transform.position - oldPosition; 25 + if (diff.x > 0) { 26 + PlayerFacing = true; 27 + } else if (diff.x < 0) { 28 + PlayerFacing = false; 29 + } 30 + Animator.SetBool("Facing", PlayerFacing); 31 + } 32 + 33 + }
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Assets/Scripts/PlayerAnimation.cs.meta
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Assets/Scripts/PlayerMovement.cs
··· 1 + using System.Collections; 2 + using System.Collections.Generic; 3 + using UnityEngine; 4 + 5 + public class PlayerMovement : MonoBehaviour { 6 + 7 + public Bounds PlayerBounds; 8 + public Bounds MovementBounds; 9 + public float MovementSpeed; 10 + 11 + void Update () { 12 + var movement = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")); 13 + transform.Translate(movement * MovementSpeed * Time.deltaTime); 14 + } 15 + 16 + /// <summary> 17 + /// Callback to draw gizmos that are pickable and always drawn. 18 + /// </summary> 19 + void OnDrawGizmos() { 20 + Gizmos.DrawWireCube(MovementBounds.center, MovementBounds.extents); 21 + var matrix = Gizmos.matrix; 22 + Gizmos.matrix = transform.localToWorldMatrix; 23 + Gizmos.DrawWireCube(PlayerBounds.center, PlayerBounds.extents); 24 + Gizmos.matrix = matrix; 25 + } 26 + }
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Assets/Scripts/Reactor.cs
··· 1 + using System.Collections; 2 + using System.Collections.Generic; 3 + using UnityEngine; 4 + 5 + public class Reactor : MonoBehaviour { 6 + 7 + public float ReactorHealth = 100f; 8 + public float DefaultEnemyDamage = 5f; 9 + 10 + /// <summary> 11 + /// Sent when another object enters a trigger collider attached to this 12 + /// object (2D physics only). 13 + /// </summary> 14 + /// <param name="other">The other Collider2D involved in this collision.</param> 15 + void OnTriggerEnter2D(Collider2D other) { 16 + if (!other.CompareTag("Enemy")) return; 17 + 18 + var damage = DefaultEnemyDamage; 19 + var enemy = other.GetComponentInChildren<Enemy>(); 20 + if (enemy != null) { 21 + damage = enemy.DamageDealt; 22 + } 23 + ReactorHealth -= damage; 24 + Debug.Log(ReactorHealth); 25 + 26 + Destroy(other.gameObject); 27 + } 28 + 29 + }
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