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spriteSheet: + sprites: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script.meta b/Assets/Asset Packs/Ultimate GUI Kit/Script.meta new file mode 100644 index 0000000..68e28d5 --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ebabdf3d34e232b4285937d822d22279 +folderAsset: yes +timeCreated: 1503775980 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/ButtonRedirect.cs b/Assets/Asset Packs/Ultimate GUI Kit/Script/ButtonRedirect.cs new file mode 100644 index 0000000..5763e7f --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/ButtonRedirect.cs @@ -0,0 +1,92 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using System; +using Holoville.HOTween; + +/// +/// This class is the redirect class it should be attached to a button in the levels scene +/// Author : Pondomaniac Games +/// +public class ButtonRedirect : MonoBehaviour +{ + + public string _redirectedScene; //The name of the scene we want to redirect to + public AudioClip MenuSound; //The sound of the menu clicks + private bool ShouldTransit = false;//A transition flag + public static string _FirstLevel;//The sound of the menu clicks + public static string[] scenes; + //Called before init + void Awake () + { + Time.timeScale = 1; + HOTween.Kill (); + + + } + + //This method is called after the init + void Start () + { + //Loading the editor scenes orders to determine if the player can go the level or not + + int RedirectedSceneIndexInSettings = -1; + int ReachedLevelIndexIndexInSettings = -1; + int FirstLevel = -1; + for (int i=0; i<=scenes.Length-1; i++) { + if (_redirectedScene == scenes [i]) + RedirectedSceneIndexInSettings = i; + if (PlayerPrefs.GetString ("ReachedLevel") == scenes [i]) + ReachedLevelIndexIndexInSettings = i; + if (_FirstLevel == scenes [i]) + FirstLevel = i; + } + if (_redirectedScene != string.Empty && (RedirectedSceneIndexInSettings <= ReachedLevelIndexIndexInSettings || RedirectedSceneIndexInSettings == FirstLevel)) { + this.GetComponent().enabled = true; + this.GetComponent().enabled = true; + + + + } else { + this.GetComponent().enabled = false; + this.GetComponent().enabled = false; + var allChildren = this.GetComponentsInChildren (typeof(Transform), true); + + foreach (Transform child in allChildren) { + GameObject Module = child.gameObject; + Module.GetComponent().enabled = false; + } + + } + + } + + // Update is called once per frame + void Update () + { + if (HOTween.GetAllTweens ().Count == 0 && ShouldTransit) { + if (_redirectedScene != string.Empty) { + Application.LoadLevel (_redirectedScene); + } + } + if (Input.GetKeyDown (KeyCode.Escape)) { + Application.Quit (); + } + //Detecting if the player clicked on the left mouse button and also if there is no animation playing + if (Input.GetButtonDown ("Fire1")) { + + //The 3 following lines is to get the clicked GameObject and getting the RaycastHit2D that will help us know the clicked object + RaycastHit2D hit = Physics2D.Raycast (Camera.main.ScreenToWorldPoint (Input.mousePosition), Vector2.zero); + if (hit.transform != null) { + if ((hit.transform.gameObject.name == this.name)) { + GetComponent().PlayOneShot (MenuSound); + Util.ButtonPressAnimation (hit.transform.gameObject); + ShouldTransit = true; + Time.timeScale = 1; + } + + } + } + } + + } \ No newline at end of file diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/ButtonRedirect.cs.meta b/Assets/Asset Packs/Ultimate GUI Kit/Script/ButtonRedirect.cs.meta new file mode 100644 index 0000000..016fba5 --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/ButtonRedirect.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: cef94d4330179284ebf1c08a6945802c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/GameStateManager.cs b/Assets/Asset Packs/Ultimate GUI Kit/Script/GameStateManager.cs new file mode 100644 index 0000000..f2d267f --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/GameStateManager.cs @@ -0,0 +1,126 @@ +using System.Collections.Generic; +using UnityEngine; + +public class GameStateManager : MonoBehaviour +{ + private static GameStateManager instance; + + public static bool ScoringLockout = true; + + public static int StartingLives = 3, StartingScore = 0; + private int lives, score; + private int? highScore; + + private string username = null; + public static Texture UserTexture; + public static Texture FriendTexture = null; + private string friendName = null; + private string friendID = null; + + public static bool IsFullscreen = false; + + public bool Immortal; + private static bool immortal; + + public static int ToSmash = -1; + + public static string FriendID + { + set { Instance.friendID = value; } + get { return Instance.friendID; } + } + + public static string FriendName + { + set { Instance.friendName = value; } + get { return Instance.friendName == null ? "Blue Guy" : Instance.friendName; } + } + + public static Dictionary leaderboard; + + void Start() + { + lives = StartingLives; + score = StartingScore; + immortal = Instance.Immortal; + ScoringLockout = false; + Time.timeScale = 1.0f; + } + + public void StartGame() + { + Start(); + } + + void Awake() + { + DontDestroyOnLoad(this); + } + + public static GameStateManager Instance { get { return current(); } } + public static int Score { get { return Instance.score; } } + public static int HighScore { get { return Instance.highScore.HasValue ? Instance.highScore.Value : 0; } set { Instance.highScore = value; }} + public static int LivesRemaining { get { return Instance.lives; } } + public static string Username + { + get { return Instance.username; } + set { Instance.username = value; } + } + delegate GameStateManager InstanceStep(); + + static InstanceStep init = delegate() + { + GameObject container = new GameObject("GameStateManagerManager"); + instance = container.AddComponent(); + instance.lives = StartingLives; + instance.score = StartingScore; + instance.highScore = null; + current = then; + return instance; + }; + static InstanceStep then = delegate() { return instance; }; + static InstanceStep current = init; + + public static void onFriendDie() + { + if (--Instance.lives == 0) + { + EndGame(); + } + } + + public static void onFriendSmash() + { + if (!ScoringLockout) ++Instance.score; + } + + public static void onEnemySmash(GameObject enemy) + { + // Instance.fatalEnemy = enemy; + + } + + public static void EndGame() + { + if (immortal) return; + GameObject[] friends = GameObject.FindGameObjectsWithTag("Friend"); + GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy"); + foreach (GameObject t in friends) + { + Destroy(t); + } + foreach (GameObject t in enemies) + { + Destroy(t); + } + FbDebug.Log("EndGame Instance.highScore = " + Instance.highScore + "\nInstance.score = " + Instance.score); + + + Instance.highScore = Instance.score; + FbDebug.Log("Player has new high score :" + Instance.score); + + + Application.LoadLevel("MainMenu"); + Time.timeScale = 0.0f; + } +} diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/GameStateManager.cs.meta b/Assets/Asset Packs/Ultimate GUI Kit/Script/GameStateManager.cs.meta new file mode 100644 index 0000000..29d07b7 --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/GameStateManager.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: e65ba8df973e84847aefe317bf7f0b6f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/Main.cs b/Assets/Asset Packs/Ultimate GUI Kit/Script/Main.cs new file mode 100644 index 0000000..96ac629 --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/Main.cs @@ -0,0 +1,409 @@ +using UnityEngine; +using System.Collections; +using Holoville.HOTween; + +/// +/// This class is the main entry point of the game it should be attached to a gameobject and be instanciate in the scene +/// Author : Pondomaniac Games +/// +public class Main : MonoBehaviour +{ + + + + public GameObject _Tutorial;//Tutorial GameObject + public int _scoreIncrement;//The amount of point to increment each time we score + private int _scoreTotal = 0;//The score + float progress = 0;//The progress bar progress + public float _timerCoef ;//The progress bar speed + public GameObject _Time;//The timer + public GameObject _PauseButton;//The pause button we use in the scene + private bool isPaused = false ;//A flag indicating if the game is paused + private bool isEnded = false ;//A flag indicating if the game has ended + private bool isCountingDown = true ;//A flag indicating if the game is counting down + public GameObject _ReloadButton;//The reload button we use in the scene + public GameObject _PlayButton;//The play button we use in the scene + public GameObject _MenuButton;//The menu button we use in the scene + public GameObject _PausedBackground;//The pause background + float timing = 0;//The local timer + public GameObject _TimeIsUp;//The object indicating if the time is up + public GameObject _MessageEffectWhenShown;//A particul effect we can use when a message is shown + bool _BestScoreReached = false ;//A flag indicating if the bestscore has been reached + bool _BestLevelReached = false ;//A flag indicating if the bestlevel has been reached + public GameObject _CurrentScore;//The current score in the scene + public GameObject _BestScore;//The best score in the scene + public GameObject _CurrentLevel;//The current level in the scene + public GameObject _BestLevel;//The best level in the scene + public GameObject _ScoreBoard;//The score board when the game has ended or when the time is up + public GameObject _FaceBookButton;//The facebook button to share the score with friends + public GameObject _Level;//Level reached + public GameObject _LevelTextValue;//Level reached text value + public GameObject _CountDown;//The CountDown object that is not used directly that we use to replicate the style when displaying countdown + public GameObject _TestScore;//The testscore button used to test the score and level increment + public GameObject _TestLevelEnd;//The testscore button used to test the rnd of the level + public AudioClip PowerSound;//The sound heared when we level up + public AudioClip MenuSound;//The sound heared when we click on a button + int level = 0; + float maxProgress = 0; + float ScoreByLevel = 0; + public AudioClip LevelUpSound; + public AudioClip TimeUpSound; + public AudioClip BestScoreSound; + public AudioClip EndSound; + public AudioClip CountDownSound; + + // Use this for initialization + void Start () + { + + UpdateLevel (0); + progress = (float)(timing * _timerCoef); + //_Timer new Rect(pos.x, pos.y, size.x, size.y), progressBarEmpty); + _Time.transform.localScale = new Vector3 (Mathf.Clamp01 (progress), _Time.transform.localScale.y, 0); + + StartCoroutine (Init ()); + } + + // Update is called once per frame + void Update () + { + if (Input.GetKeyDown (KeyCode.Escape)) { + Application.Quit (); + } + + + + //Detecting if the player clicked on the left mouse button and also if there is no animation playing + if (Input.GetButtonDown ("Fire1")) { + + //The 3 following lines is to get the clicked GameObject and getting the RaycastHit2D that will help us know the clicked object + RaycastHit2D hit = Physics2D.Raycast (Camera.main.ScreenToWorldPoint (Input.mousePosition), Vector2.zero); + if (hit.transform != null) { + if (hit.transform.gameObject.name == _MenuButton.name) { + GetComponent().PlayOneShot (MenuSound); + hit.transform.localScale = new Vector3 (1.1f, 1.1f, 0); + Application.LoadLevel ("MainMenu"); + } + if (hit.transform.gameObject.name == _FaceBookButton.name) { + hit.transform.localScale = new Vector3 (1.5f, 1.5f, 0); + onBragClicked (); + } + if (hit.transform.gameObject.name == _ReloadButton.name) { + GetComponent().PlayOneShot (MenuSound); + Time.timeScale = 1; + isPaused = false; + HOTween.Play (); + hit.transform.localScale = new Vector3 (1.1f, 1.1f, 0); + Application.LoadLevel (Application.loadedLevelName); + } + if (hit.transform.gameObject.name == _PauseButton.name && !isPaused && !isCountingDown && !isEnded && HOTween.GetTweenersByTarget (_PlayButton.transform, false).Count == 0 && HOTween.GetTweenersByTarget (_MenuButton.transform, false).Count == 0) { + GetComponent().PlayOneShot (MenuSound); + StartCoroutine (ShowMenu ()); + hit.transform.localScale = new Vector3 (1.1f, 1.1f, 0); + } else if ((hit.transform.gameObject.name == _PauseButton.name || hit.transform.gameObject.name == _PlayButton.name) && !isEnded && !isCountingDown && isPaused && HOTween.GetTweenersByTarget (_PlayButton.transform, false).Count == 0 && HOTween.GetTweenersByTarget (_MenuButton.transform, false).Count == 0) { + GetComponent().PlayOneShot (MenuSound); + StartCoroutine (HideMenu ()); + hit.transform.localScale = new Vector3 (1f, 1f, 0); + } else if ((hit.transform.gameObject.name == _TestScore.name) && !isEnded && !isCountingDown && !isPaused) { + GetComponent().PlayOneShot (MenuSound); + _scoreTotal += _scoreIncrement; + UpdateLevel (20 * _scoreIncrement); + Util.ButtonPressAnimation (hit.transform.gameObject); + } else if ((hit.transform.gameObject.name == _TestLevelEnd.name) && !isEnded && !isCountingDown && !isPaused) { + isEnded = true; + isPaused = true; + StartCoroutine (ShowBoardScore ()); + Util.ButtonPressAnimation (hit.transform.gameObject); + //Update the Level + UpdateReachedLevel (); + } + + + + } + } + if (isPaused) + return; + + if (! isPaused) { + timing += 0.001f; + progress = (float)(timing * _timerCoef); + _Time.transform.localScale = new Vector3 (Mathf.Clamp01 (progress), _Time.transform.localScale.y, 0); + + + } + if (Mathf.Clamp01 (progress) >= 1) { + isEnded = true; + isPaused = true; + TweenParms parms = new TweenParms ().Prop ("position", new Vector3 (_TimeIsUp.transform.position.x, -0.85f, -6)).Ease (EaseType.EaseOutQuart); + HOTween.To (_TimeIsUp.transform, 0.5f, parms).WaitForCompletion (); + StartCoroutine (ShowBoardScore ()); + + } + //Update the score + (GetComponent (typeof(TextMesh))as TextMesh).text = _scoreTotal.ToString (); + if (PlayerPrefs.GetInt ("HighScore") < _scoreTotal && !_BestScoreReached) { + _BestScoreReached = true; + } + if (PlayerPrefs.GetInt ("HighLevel") < level && !_BestLevelReached) { + _BestLevelReached = true; + } + + + + + + } + //Update the Level + void UpdateLevel (int score) + { + ScoreByLevel += score; + maxProgress = (float)Mathf.Floor (250 * (level + 1)); + _Level.transform.localScale = new Vector3 ((float)(ScoreByLevel / maxProgress), _Level.transform.localScale.y, 0); + + if (Mathf.Clamp01 (_Level.transform.localScale.x) >= 1) { + //_Level.transform.localScale= new Vector3 (0, _Level.transform.localScale.y, 0) ; + //Order is important for calculus + level += 1; + ScoreByLevel = 0; + timing = 0; + GetComponent().PlayOneShot (PowerSound); + TweenParms parms = new TweenParms ().Prop ("localScale", new Vector3 (0, _Level.transform.localScale.y, -6)).Ease (EaseType.EaseOutQuart); + HOTween.To (_Level.transform, 0.5f, parms).WaitForCompletion (); + parms = new TweenParms ().Prop ("localScale", new Vector3 (0, _Time.transform.localScale.y, -6)).Ease (EaseType.EaseOutQuart); + HOTween.To (_Time.transform, 0.5f, parms).WaitForCompletion (); + + (_LevelTextValue.GetComponent (typeof(TextMesh))as TextMesh).text = level.ToString (); + + var destroyingParticle = GameObject.Instantiate (_LevelTextValue as GameObject, new Vector3 (_LevelTextValue.transform.position.x, _LevelTextValue.transform.position.y, _LevelTextValue.transform.position.z - 1), transform.rotation) as GameObject; + Color oldColor = destroyingParticle.GetComponent().material.color; + parms = new TweenParms ().Prop ("color", new Color (oldColor.r, oldColor.b, oldColor.g, 0f)).Ease (EaseType.EaseOutQuart); + HOTween.To ((destroyingParticle.GetComponent (typeof(TextMesh))as TextMesh), 4f, parms); + parms = new TweenParms ().Prop ("fontSize", 150).Ease (EaseType.EaseOutQuart); + HOTween.To ((destroyingParticle.GetComponent (typeof(TextMesh))as TextMesh), 2f, parms); + Destroy (destroyingParticle, 5); + + } else { + (_LevelTextValue.GetComponent (typeof(TextMesh))as TextMesh).text = level.ToString (); + + } + + } + //Show the bestscore board + IEnumerator ShowBoardScore () + { + GetComponent().Stop (); + GetComponent().PlayOneShot (TimeUpSound); + yield return new WaitForSeconds (0.5f); + GetComponent().PlayOneShot (EndSound); + (_BestScore.GetComponent (typeof(TextMesh))as TextMesh).text = "" + PlayerPrefs.GetInt ("HighScore"); + (_BestLevel.GetComponent (typeof(TextMesh))as TextMesh).text = "" + PlayerPrefs.GetInt ("HighLevel"); + (_CurrentScore.GetComponent (typeof(TextMesh))as TextMesh).text = "" + _scoreTotal; + (_CurrentLevel.GetComponent (typeof(TextMesh))as TextMesh).text = "" + (_LevelTextValue.GetComponent (typeof(TextMesh))as TextMesh).text; + SetScore (_scoreTotal); + yield return new WaitForSeconds (1); + TweenParms parms = new TweenParms ().Prop ("position", new Vector3 (_ScoreBoard.transform.position.x, 5f, _ScoreBoard.transform.position.z)).Ease (EaseType.EaseOutQuart); + HOTween.To (_ScoreBoard.transform, 0.5f, parms); + //_MenuButton.transform.position = new Vector3 (4, _MenuButton.transform.position.y, _MenuButton.transform.position.z); + parms = new TweenParms ().Prop ("position", new Vector3 (_MenuButton.transform.position.x, 1.7f, -8)).Ease (EaseType.EaseOutQuart); + HOTween.To (_MenuButton.transform, 0.7f, parms).WaitForCompletion (); + parms = new TweenParms ().Prop ("position", new Vector3 (_ReloadButton.transform.position.x, 1.7f, -8)).Ease (EaseType.EaseOutQuart); + HOTween.To (_ReloadButton.transform, 0.9f, parms).WaitForCompletion (); + } + //Update the pause menu + IEnumerator ShowMenu () + { + isPaused = true; + HOTween.Pause (); + GetComponent().Pause (); + + TweenParms parms = new TweenParms ().Prop ("position", new Vector3 (_PausedBackground.transform.position.x, 4, -5)).Ease (EaseType.EaseOutQuart); + HOTween.To (_PausedBackground.transform, 0.2f, parms).WaitForCompletion (); + + parms = new TweenParms ().Prop ("position", new Vector3 (_PlayButton.transform.position.x, 3.5f, -6)).Ease (EaseType.EaseOutQuart); + HOTween.To (_PlayButton.transform, 0.4f, parms).WaitForCompletion (); + + parms = new TweenParms ().Prop ("position", new Vector3 (_ReloadButton.transform.position.x, 3.5f, -6)).Ease (EaseType.EaseOutQuart); + HOTween.To (_ReloadButton.transform, 0.5f, parms).WaitForCompletion (); + + parms = new TweenParms ().Prop ("position", new Vector3 (_MenuButton.transform.position.x, 3.5f, -6)).Ease (EaseType.EaseOutQuart); + yield return StartCoroutine (HOTween.To (_MenuButton.transform, 0.6f, parms).WaitForCompletion ()); + + + Time.timeScale = 0; + + + } + //Hide the pause menu + IEnumerator HideMenu () + { + Time.timeScale = 1; + isPaused = false; + HOTween.Play (); + + TweenParms parms = new TweenParms ().Prop ("position", new Vector3 (_PausedBackground.transform.position.x, 16, -5)).Ease (EaseType.EaseOutQuart); + HOTween.To (_PausedBackground.transform, 0.6f, parms).WaitForCompletion (); + + parms = new TweenParms ().Prop ("position", new Vector3 (_PlayButton.transform.position.x, 16, -6)).Ease (EaseType.EaseOutQuart); + HOTween.To (_PlayButton.transform, 0.4f, parms).WaitForCompletion (); + GetComponent().Play (); + + parms = new TweenParms ().Prop ("position", new Vector3 (_ReloadButton.transform.position.x, 16, -6)).Ease (EaseType.EaseOutQuart); + HOTween.To (_ReloadButton.transform, 0.5f, parms).WaitForCompletion (); + + + parms = new TweenParms ().Prop ("position", new Vector3 (_MenuButton.transform.position.x, 16, -6)).Ease (EaseType.EaseOutQuart); + yield return StartCoroutine (HOTween.To (_MenuButton.transform, 0.2f, parms).WaitForCompletion ()); + + } + + + //Where facebook button is clicked + private void onBragClicked () + { + if (!FB.IsLoggedIn) { + // Initialize FB SDK + enabled = false; + FB.Init (SetInit, OnHideUnity); + FB.Login ("email,publish_actions", LoginCallback); + } + + + FbDebug.Log ("onBragClicked"); + FB.Feed ( + linkCaption: "I just scored " + _scoreTotal + " ! Can you beat it?", + picture: "http://static.wix.com/media/13f8cb_48245b5b162848f493d15a0f40e05b6b.png?dn=Icone_300.png", + linkName: "Checkout my MatchMania greatness! Can you beat me?", + link: "http://apps.facebook.com/" + FB.AppId + "/?challenge_brag=" + (FB.IsLoggedIn ? FB.UserId : "guest") + ); + } + + void LoginCallback (FBResult result) + { + FbDebug.Log ("LoginCallback"); + + if (FB.IsLoggedIn) { + OnLoggedIn (); + } + } + + void OnLoggedIn () + { + FbDebug.Log ("Logged in. ID: " + FB.UserId); + // Request player info and profile picture + onBragClicked (); + + } + + private void SetInit () + { + FbDebug.Log ("SetInit"); + enabled = true; // "enabled" is a property inherited from MonoBehaviour + if (FB.IsLoggedIn) { + FbDebug.Log ("Already logged in"); + OnLoggedIn (); + } + } + + private void OnHideUnity (bool isGameShown) + { + FbDebug.Log ("OnHideUnity"); + if (!isGameShown) { + // pause the game - we will need to hide + Time.timeScale = 0; + } else { + // start the game back up - we're getting focus again + Time.timeScale = 1; + } + } + + //Setting the score in the player preferences + void SetScore (int _scoreTotal) + { + PlayerPrefs.SetInt ("LastScore", _scoreTotal); + if (PlayerPrefs.GetInt ("HighScore") < _scoreTotal) { + + PlayerPrefs.SetInt ("HighScore", _scoreTotal); + GetComponent().PlayOneShot (BestScoreSound); + } + if (PlayerPrefs.GetInt ("HighLevel") < _scoreTotal) { + //PlayerPrefs.SetInt ("OldHighLevel",PlayerPrefs.GetInt ("HighLevel")); + PlayerPrefs.SetInt ("HighLevel", int.Parse ((_LevelTextValue.GetComponent (typeof(TextMesh))as TextMesh).text)); + + } + } + + //Show a message in the screen + IEnumerator Init () + { + isPaused = true; + Vector3 center = Camera.main.ScreenToWorldPoint (new Vector3 (Screen.width / 2, Screen.height / 2, Camera.main.nearClipPlane)); + //PlayerPrefs.SetInt ("Tutorial", 0); + if (PlayerPrefs.GetInt ("Tutorial") != 1) { + var isOkay = false; + + while (isOkay==false) { + if (Input.GetButtonDown ("Fire1")) { + isOkay = true; + TweenParms parms = new TweenParms ().Prop ("localPosition", new Vector3 (100, 0, -10)).Ease (EaseType.EaseOutQuart); + HOTween.To (_Tutorial.transform, 3f, parms); + PlayerPrefs.SetInt ("Tutorial", 1); + + } + yield return 0; + } + + } else { + _Tutorial.transform.localPosition = new Vector3 (100, 0, -10); + + } + //Count down from 3,2,1 Go! + AnimateBigSmall (_CountDown, new Vector3 (center.x, center.y, -5), "3"); + GetComponent().PlayOneShot (CountDownSound); + yield return new WaitForSeconds (0.7f); + AnimateBigSmall (_CountDown, new Vector3 (center.x, center.y, -5), "2"); + GetComponent().PlayOneShot (CountDownSound); + yield return new WaitForSeconds (0.7f); + AnimateBigSmall (_CountDown, new Vector3 (center.x, center.y, -5), "1"); + GetComponent().PlayOneShot (CountDownSound); + yield return new WaitForSeconds (0.7f); + AnimateBigSmall (_CountDown, new Vector3 (center.x, center.y, -5), "Go!"); + GetComponent().PlayOneShot (CountDownSound); + yield return new WaitForSeconds (0.5f); + isPaused = false; + isCountingDown = false; + } + + //Gameobject animation from big to small when showing a message + void AnimateBigSmall (GameObject go, Vector3 position, string s) + { + var destroyingParticle = GameObject.Instantiate (go as GameObject, position, transform.rotation) as GameObject; + (destroyingParticle.GetComponent (typeof(TextMesh))as TextMesh).text = s; + Color oldColor2 = destroyingParticle.GetComponent().material.color; + TweenParms parms2 = new TweenParms ().Prop ("color", new Color (oldColor2.r, oldColor2.b, oldColor2.g, 0f)).Ease (EaseType.EaseOutQuart); + HOTween.To ((destroyingParticle.GetComponent (typeof(TextMesh))as TextMesh), 4f, parms2); + parms2 = new TweenParms ().Prop ("fontSize", 200).Ease (EaseType.EaseOutQuart); + HOTween.To ((destroyingParticle.GetComponent (typeof(TextMesh))as TextMesh), 3f, parms2); + Destroy (destroyingParticle, 4); + } + + //Update the reached level in the player preferences + void UpdateReachedLevel () + { + + + int LoadedSceneIndexInSettings = -1; + int ReachedLevelIndexIndexInSettings = -1; + for (int i=0; i<=ButtonRedirect.scenes.Length-1; i++) { + if (Application.loadedLevelName == ButtonRedirect.scenes [i]) + LoadedSceneIndexInSettings = i; + if (PlayerPrefs.GetString ("ReachedLevel") == ButtonRedirect.scenes [i]) + ReachedLevelIndexIndexInSettings = i; + } + if (LoadedSceneIndexInSettings >= ReachedLevelIndexIndexInSettings && (ButtonRedirect.scenes.Length - 1 >= LoadedSceneIndexInSettings + 1)) { + PlayerPrefs.SetString ("ReachedLevel", ButtonRedirect.scenes [LoadedSceneIndexInSettings + 1]); + Debug.Log (ButtonRedirect.scenes [LoadedSceneIndexInSettings + 1]); + } + } +} + diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/Main.cs.meta b/Assets/Asset Packs/Ultimate GUI Kit/Script/Main.cs.meta new file mode 100644 index 0000000..f88aed0 --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/Main.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 1b8fba5683cadd2408bf3acf08818bdf +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/MainMenu.cs b/Assets/Asset Packs/Ultimate GUI Kit/Script/MainMenu.cs new file mode 100644 index 0000000..ea7a7e4 --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/MainMenu.cs @@ -0,0 +1,297 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using System; +using Holoville.HOTween; + +/// +/// This class is the MainMenu class that contain the logic of the menu +/// Author : Pondomaniac Games +/// +public class MainMenu : MonoBehaviour { + public GameObject _Logo;//The animated logos + public GameObject _PlayButton;//The play button + public GameObject _PurchaseButton;//The purchase button + public GameObject _BestScore;//The bestscore text + public GameObject _BestLevel;//The level text + public GameObject _FacebookButton;//The facebook button to connect + public GameObject _AddCoinsButton;//The button used to add coins + + public GameObject _MoreTimeButton;//The more time button + public GameObject _LuckButton;//The luck button + public GameObject _Luckx2Button;//The luck x 2 button + public GameObject _MoreTimeButtonText;//The more time text + public GameObject _LuckButtonText;//The luck text + public GameObject _Luckx2ButtonText;//The luck x 2 text + private Boolean _IsMoreTime;//More time flag + private Boolean _IsLuck;//Luck flag + private Boolean _IsLuckx2;//Luck x 2 flag + + public GameObject _50CoinsButton;//50 Coins + public GameObject _100CoinsButton;//100 Coins + public GameObject _200CoinsButton;//200 Coins + public GameObject _300CoinsButton;//300 Coins + + public GameObject _GoldValue;//Gold value text + public GameObject _GoldValue2;//Gold value text 2 + + public GameObject _TransitionPlayButton;//The small play button + public GameObject _TransitionReturnButton;//The return button + public GameObject _StoreReturnButton;//The return button to the store + public GameObject _MainMenuPanel;//The main panel + public GameObject _PowerPanel;//The panel that contains powers + public GameObject _StorePanel;//The panel that contains the store + // Use this for initialization + //private static List friends = null;//The list of friends used by the facebook api + private static Dictionary profile = null;//The list of profiles used by the facebook api + public string _NextScene;//The nextScene to navigate to + public string _Ladder; + public AudioClip MenuSound;//The menu sound when the user clicka buton + public float SpaceBetweenPanels;//The space to keep between panels + public EaseType AnimationTypeOfPanels;//The animation effect used on the panel + public float AnimationDurationOfPanels;//The animation duration time + public bool EnableFacebook;//Specify if we should display facebook buton or not + + //Called before init +void Awake() + { Time.timeScale=1; + GetGoldValues (); + _FacebookButton.GetComponent().enabled = false; + // Initialize FB SDK + if (EnableFacebook )FB.Init (SetInit, OnHideUnity); + + } + + void LoginCallback(FBResult result) + { + FbDebug.Log("LoginCallback"); + + if (FB.IsLoggedIn) + { + OnLoggedIn(); + } + } + + void OnLoggedIn() + { + FbDebug.Log("Logged in. ID: " + FB.UserId); + // Request player info and profile picture + FB.API("/me?fields=id,first_name,friends.limit(100).fields(first_name,id)", Facebook.HttpMethod.GET, APICallback); + FB.API(Util.GetPictureURL("me", 128, 128), Facebook.HttpMethod.GET, MyPictureCallback); + + } + + private void SetInit() + { + FbDebug.Log("SetInit"); + // enabled = true; // "enabled" is a property inherited from MonoBehaviour + if (FB.IsLoggedIn) + { + FbDebug.Log("Already logged in"); + OnLoggedIn(); + } + } + + private void OnHideUnity(bool isGameShown) + { + FbDebug.Log("OnHideUnity"); + if (!isGameShown) + { + // pause the game - we will need to hide + Time.timeScale = 0; + } + else + { + // start the game back up - we're getting focus again + Time.timeScale = 1; + } + } + + + + + void APICallback(FBResult result) + { + FbDebug.Log("APICallback"); + if (result.Error != null) + { + FbDebug.Error(result.Error); + // Let's just try again + FB.API("/me?fields=id,first_name,friends.limit(100).fields(first_name,id)", Facebook.HttpMethod.GET, APICallback); + return; + } + + profile = Util.DeserializeJSONProfile(result.Text); + GameStateManager.Username = profile["first_name"]; + //friends = Util.DeserializeJSONFriends(result.Text); + } + + void MyPictureCallback(FBResult result) + { + FbDebug.Log("MyPictureCallback"); + + if (result.Error != null) + { + FbDebug.Error(result.Error); + // Let's just try again + FB.API(Util.GetPictureURL("me", 128, 128), Facebook.HttpMethod.GET, MyPictureCallback); + return; + } + GameStateManager.UserTexture = result.Texture; + } + + //Display facebook button or not + void OnGUI() + { + + if (EnableFacebook) { + if (!FB.IsLoggedIn) { + _FacebookButton.GetComponent().enabled = true; + } else { + _FacebookButton.GetComponent().enabled = false; + } + + } + } + + //This method is called after the init + void Start () { + + PlayerPrefs.SetInt("MoreTime", 0); + PlayerPrefs.SetInt("Luck", 0); + PlayerPrefs.SetInt("Luckx2", 0); + + AnimateLogo (); + + (_BestScore.GetComponent (typeof(TextMesh))as TextMesh).text = "" + PlayerPrefs.GetInt ("HighScore"); + (_BestLevel.GetComponent (typeof(TextMesh))as TextMesh).text = "" + PlayerPrefs.GetInt ("HighLevel"); + + + } + + + + + // Update is called once per frame + void Update () { + if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } + //Detecting if the player clicked on the left mouse button and also if there is no animation playing + if (Input.GetButtonDown ("Fire1") ) { + + //The 3 following lines is to get the clicked GameObject and getting the RaycastHit2D that will help us know the clicked object + RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); + if (hit.transform!=null ) + { if(( hit.transform.gameObject.name ==_FacebookButton.name ) ){ + Util.ButtonPressAnimation(hit.transform.gameObject); + FB.Login("email,publish_actions", LoginCallback); + + } + else if(( hit.transform.gameObject.name ==_PlayButton.name ) ){GetComponent().PlayOneShot(MenuSound);Util.ButtonPressAnimation(hit.transform.gameObject); Application.LoadLevel(_NextScene);Time.timeScale=1; } + else if(( hit.transform.gameObject.name ==_PurchaseButton.name ) ){GetComponent().PlayOneShot(MenuSound);Util.ButtonPressAnimation(hit.transform.gameObject);TransitToPowerMenu(); } + else if(( hit.transform.gameObject.name ==_TransitionPlayButton.name ) ){GetComponent().PlayOneShot(MenuSound); Util.ButtonPressAnimation(hit.transform.gameObject);Application.LoadLevel(_NextScene);Time.timeScale=1; } + else if(( hit.transform.gameObject.name ==_TransitionReturnButton.name ) ){GetComponent().PlayOneShot(MenuSound);Util.ButtonPressAnimation(hit.transform.gameObject);TransitMainMenu(); } + else if(( hit.transform.gameObject.name ==_AddCoinsButton.name ) ){GetComponent().PlayOneShot(MenuSound); Util.ButtonPressAnimation(hit.transform.gameObject);TransitToStoreMenu(); } + else if(( hit.transform.gameObject.name ==_StoreReturnButton.name ) ){GetComponent().PlayOneShot(MenuSound); Util.ButtonPressAnimation(hit.transform.gameObject);TransitToPowerMenu(); } + else if(( hit.transform.gameObject.name ==_50CoinsButton.name ) ){GetComponent().PlayOneShot(MenuSound);Util.ButtonPressAnimation(hit.transform.gameObject);IncreaseGoldValue(50); } + else if(( hit.transform.gameObject.name ==_100CoinsButton.name ) ){GetComponent().PlayOneShot(MenuSound); Util.ButtonPressAnimation(hit.transform.gameObject);IncreaseGoldValue(100); } + else if(( hit.transform.gameObject.name ==_200CoinsButton.name ) ){GetComponent().PlayOneShot(MenuSound); Util.ButtonPressAnimation(hit.transform.gameObject);IncreaseGoldValue(200); } + else if(( hit.transform.gameObject.name ==_300CoinsButton.name ) ){GetComponent().PlayOneShot(MenuSound); Util.ButtonPressAnimation(hit.transform.gameObject);IncreaseGoldValue(300); } + else if(( hit.transform.gameObject.name ==_MoreTimeButton.name ) && DecreaseGoldValue(10) ){GetComponent().PlayOneShot(MenuSound); Util.ButtonPressAnimation(hit.transform.gameObject);if(! _IsMoreTime ){ _IsMoreTime = true ;PlayerPrefs.SetInt("MoreTime", 1); DisableButton(hit.transform.gameObject);DisableButton(_MoreTimeButtonText);}} + else if(( hit.transform.gameObject.name ==_LuckButton.name)&& DecreaseGoldValue(10)){GetComponent().PlayOneShot(MenuSound); Util.ButtonPressAnimation(hit.transform.gameObject);if(! _IsLuck ){_IsLuck = true ;PlayerPrefs.SetInt("Luck", 1);DisableButton(hit.transform.gameObject);DisableButton(_LuckButtonText);}} + else if(( hit.transform.gameObject.name ==_Luckx2Button.name )&& DecreaseGoldValue(10) ){GetComponent().PlayOneShot(MenuSound); Util.ButtonPressAnimation(hit.transform.gameObject);if(! _IsLuckx2 ){_IsLuckx2 = true ;PlayerPrefs.SetInt("Luckx2", 1);DisableButton(hit.transform.gameObject);DisableButton(_Luckx2ButtonText);} } + + + }} +} + + + // Transition animation to power panel + void TransitToPowerMenu() { + TweenParms parms = new TweenParms().Prop("position", new Vector3(-SpaceBetweenPanels,_MainMenuPanel.transform.position.y,_MainMenuPanel.transform.position.z)).Ease(AnimationTypeOfPanels); + HOTween.To (_MainMenuPanel.transform, AnimationDurationOfPanels, parms); + parms = new TweenParms().Prop("position", new Vector3(0,_PowerPanel.transform.position.y,_PowerPanel.transform.position.z)).Ease(AnimationTypeOfPanels); + HOTween.To(_PowerPanel.transform, AnimationDurationOfPanels, parms); + parms = new TweenParms().Prop("position", new Vector3(SpaceBetweenPanels,_StorePanel.transform.position.y,_StorePanel.transform.position.z)).Ease(AnimationTypeOfPanels); + HOTween.To(_StorePanel.transform, AnimationDurationOfPanels, parms); + } + // Transition animation to mainmenu panel + void TransitMainMenu() { + TweenParms parms = new TweenParms().Prop("position", new Vector3(SpaceBetweenPanels,_PowerPanel.transform.position.y,_PowerPanel.transform.position.z)).Ease(AnimationTypeOfPanels); + HOTween.To(_PowerPanel.transform, AnimationDurationOfPanels, parms); + parms = new TweenParms().Prop("position", new Vector3(0,_MainMenuPanel.transform.position.y,_MainMenuPanel.transform.position.z)).Ease(AnimationTypeOfPanels); + HOTween.To(_MainMenuPanel.transform, AnimationDurationOfPanels, parms); + parms = new TweenParms().Prop("position", new Vector3(SpaceBetweenPanels*2,_StorePanel.transform.position.y,_StorePanel.transform.position.z)).Ease(AnimationTypeOfPanels); + HOTween.To(_StorePanel.transform, AnimationDurationOfPanels, parms); + } + // Transition animation to store panel + void TransitToStoreMenu() { + TweenParms parms = new TweenParms().Prop("position", new Vector3(-SpaceBetweenPanels*2,_StorePanel.transform.position.y,_StorePanel.transform.position.z)).Ease(AnimationTypeOfPanels); + HOTween.To(_StorePanel.transform, AnimationDurationOfPanels, parms); + parms = new TweenParms().Prop("position", new Vector3(-SpaceBetweenPanels,_PowerPanel.transform.position.y,_PowerPanel.transform.position.z)).Ease(AnimationTypeOfPanels); + HOTween.To(_PowerPanel.transform, AnimationDurationOfPanels, parms); + parms = new TweenParms().Prop("position", new Vector3(0,_StorePanel.transform.position.y,_StorePanel.transform.position.z)).Ease(AnimationTypeOfPanels); + HOTween.To(_StorePanel.transform, AnimationDurationOfPanels, parms); + + } + + // Disable and disappear a button + void DisableButton(GameObject go){ + Color oldColor = go.GetComponent().material.color; + TweenParms parms = new TweenParms().Prop("color", new Color(oldColor.r, oldColor.b, oldColor.g, 0f)).Ease(EaseType.EaseOutQuart); + HOTween.To(go.GetComponent().material, 1f,parms); + + } + + // Get the gold value to get displayed + void GetGoldValues() + { if ( PlayerPrefs.GetInt ("NotFirstLaunch") !=1 ){ + PlayerPrefs.SetInt("Gold", 100); + PlayerPrefs.SetInt("NotFirstLaunch", 1); + } + (_GoldValue.GetComponent(typeof( TextMesh))as TextMesh).text = PlayerPrefs.GetInt("Gold").ToString(); + (_GoldValue2.GetComponent(typeof( TextMesh))as TextMesh).text =PlayerPrefs.GetInt("Gold").ToString(); + } + + // Add an amount to the stored gold value + void IncreaseGoldValue(int val) + { + PlayerPrefs.SetInt("Gold", PlayerPrefs.GetInt("Gold")+ val); + GetGoldValues (); + } + + // Decrease an amount to the stored gold value + bool DecreaseGoldValue(int val) + { + int GoldValue = PlayerPrefs.GetInt ("Gold") - val; + + + if (GoldValue < 0) { + return false; + } + else { + PlayerPrefs.SetInt ("Gold", GoldValue); + GetGoldValues (); + return true; + } + } + + // Animation of the logo + void AnimateLogo () + { + Sequence mySequence = new Sequence(new SequenceParms().Loops(-1)); + TweenParms parms; + + Color oldColor = _Logo.GetComponent().material.color; + parms = new TweenParms().Prop("color", new Color(oldColor.r, oldColor.b, oldColor.g, 0.4f)).Ease(EaseType.EaseInQuart); + + parms = new TweenParms().Prop("localScale", new Vector3(1.1f,1.1f,-2)).Ease(EaseType.EaseOutElastic); + mySequence.Append(HOTween.To(_Logo.transform, 6f, parms)); + + + parms = new TweenParms().Prop("localScale", new Vector3(0.9f,0.9f,-2)).Ease(EaseType.EaseOutElastic); + mySequence.Append(HOTween.To(_Logo.transform, 5f, parms)); + + mySequence.Play (); + } + +} \ No newline at end of file diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/MainMenu.cs.meta b/Assets/Asset Packs/Ultimate GUI Kit/Script/MainMenu.cs.meta new file mode 100644 index 0000000..99dbbf6 --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/MainMenu.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: cb123a338976eba4a9ca6944678195d0 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/Player.cs b/Assets/Asset Packs/Ultimate GUI Kit/Script/Player.cs new file mode 100644 index 0000000..4f34725 --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/Player.cs @@ -0,0 +1,15 @@ +using System.Collections.Generic; +using UnityEngine; + +public class Player +{ + public string FirstName, Name, FacebookId; + public Texture ProfilePic; + public int Score; + public Dictionary Data; + + public void setProfilePic(Texture pic) + { // convenient for callbacks + ProfilePic = pic; + } +} diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/Player.cs.meta b/Assets/Asset Packs/Ultimate GUI Kit/Script/Player.cs.meta new file mode 100644 index 0000000..14937e3 --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/Player.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 9e1279266dbfec0498336091095dc8db +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/ReadSceneNames.cs b/Assets/Asset Packs/Ultimate GUI Kit/Script/ReadSceneNames.cs new file mode 100644 index 0000000..ddc3301 --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/ReadSceneNames.cs @@ -0,0 +1,35 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +public class ReadSceneNames : MonoBehaviour +{ + public string[] scenes; + #if UNITY_EDITOR + private static string[] ReadNames() + { + List temp = new List(); + foreach (UnityEditor.EditorBuildSettingsScene S in UnityEditor.EditorBuildSettings.scenes) + { + if (S.enabled) + { + string name = S.path.Substring(S.path.LastIndexOf('/')+1); + name = name.Substring(0,name.Length-6); + temp.Add(name); + } + } + return temp.ToArray(); + } + [UnityEditor.MenuItem("CONTEXT/ReadSceneNames/Update Scene Names")] + private static void UpdateNames(UnityEditor.MenuCommand command) + { + ReadSceneNames context = (ReadSceneNames)command.context; + context.scenes = ReadNames(); + } + + private void Reset() + { + scenes = ReadNames(); + } + #endif +} \ No newline at end of file diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/ReadSceneNames.cs.meta b/Assets/Asset Packs/Ultimate GUI Kit/Script/ReadSceneNames.cs.meta new file mode 100644 index 0000000..1b7552a --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/ReadSceneNames.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: e80dbb25976f4fc449dbd97cae4ebf3e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/SelectLevel.cs b/Assets/Asset Packs/Ultimate GUI Kit/Script/SelectLevel.cs new file mode 100644 index 0000000..bd3e7be --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/SelectLevel.cs @@ -0,0 +1,157 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using System; +using Holoville.HOTween; + +/// +/// This class is used to display or not a redirection button +/// Author : Pondomaniac Games +/// +public class SelectLevel : MonoBehaviour +{ + + public GameObject _BestScore;//The best score text + public GameObject _BestLevel;//The best level text + public GameObject _TransitionRightButton;//The left button + public GameObject _TransitionLeftButton;//The right button + public GameObject[] _listOfPanels;//The list of panel that transit to the right and left + + public AudioClip MenuSound;//The sound of button clicks + + public float SpaceBetweenPanels;//The space to keep betwwen panels + public EaseType AnimationTypeOfPanels;//The type of animation we want to use when panel transit + public float AnimationDurationOfPanels;//The duration of animation between panels + public string _FirstLevel;//The first level in the panel the help the system know where to start + + private int _activePanelIndex;//The active panel index to know wich panel is active when transit + + + //Called before init + void Awake () + { + Time.timeScale = 1; + HOTween.Kill (); + ButtonRedirect._FirstLevel = _FirstLevel; + if (_listOfPanels.Length > 0) + _activePanelIndex = 0; + ButtonRedirect.scenes = scenes; + } + + + //Initializing the scene + void Start () + { + (_BestScore.GetComponent (typeof(TextMesh))as TextMesh).text = "" + PlayerPrefs.GetInt ("HighScore"); + (_BestLevel.GetComponent (typeof(TextMesh))as TextMesh).text = "" + PlayerPrefs.GetInt ("HighLevel"); + + + } + + // Update is called once per frame + void Update () + { + if (Input.GetKeyDown (KeyCode.Escape)) { + Application.Quit (); + } + //Detecting if the player clicked on the left mouse button and also if there is no animation playing + if (Input.GetButtonDown ("Fire1")) { + + //The 3 following lines is to get the clicked GameObject and getting the RaycastHit2D that will help us know the clicked object + RaycastHit2D hit = Physics2D.Raycast (Camera.main.ScreenToWorldPoint (Input.mousePosition), Vector2.zero); + if (hit.transform != null) { + if ((hit.transform.gameObject.name == _TransitionRightButton.name && HOTween.GetAllTweens ().Count == 0)) { + GetComponent().PlayOneShot (MenuSound); + TransitToTheLeft (); + Util.ButtonPressAnimation (_TransitionRightButton); + } else if ((hit.transform.gameObject.name == _TransitionLeftButton.name && HOTween.GetAllTweens ().Count == 0)) { + GetComponent().PlayOneShot (MenuSound); + TransitToTheRight (); + Util.ButtonPressAnimation (_TransitionLeftButton); + } + } + } + } + + //Animate the panel and update panel index + void TransitToTheRight () + { + HOTween.Complete (); + + + if (0 <= _activePanelIndex - 1) + _activePanelIndex --; + for (int i = 0; i<= _listOfPanels.Length-1; i++) { + GameObject go = _listOfPanels [i] as GameObject; + TweenParms parms = new TweenParms ().Prop ("position", new Vector3 (go.transform.position.x + SpaceBetweenPanels, go.transform.position.y, go.transform.position.z)).Ease (AnimationTypeOfPanels); + HOTween.To (go.transform, AnimationDurationOfPanels, parms); } + + + } + + //Animate the panel and update panel index + void TransitToTheLeft () + { + HOTween.Complete (); + if (_listOfPanels.Length - 1 >= _activePanelIndex + 1) + _activePanelIndex ++; + for (int i = 0; i<= _listOfPanels.Length-1; i++) { + GameObject go = _listOfPanels [i] as GameObject; + TweenParms parms = new TweenParms ().Prop ("position", new Vector3 (go.transform.position.x - SpaceBetweenPanels, go.transform.position.y, go.transform.position.z)).Ease (AnimationTypeOfPanels); + HOTween.To (go.transform, AnimationDurationOfPanels, parms); + } + + } + + //display or not the right and left button + void OnGUI () + { + if (_listOfPanels.Length > 0) { + if (_activePanelIndex <= 0) { + _TransitionLeftButton.GetComponent().enabled = false; + _TransitionLeftButton.GetComponent().enabled = false; + } else { + _TransitionLeftButton.GetComponent().enabled = true; + _TransitionLeftButton.GetComponent().enabled = true; + } + if (_activePanelIndex >= _listOfPanels.Length - 1) { + _TransitionRightButton.GetComponent().enabled = false; + _TransitionRightButton.GetComponent().enabled = false; + } else { + _TransitionRightButton.GetComponent().enabled = true; + _TransitionRightButton.GetComponent().enabled = true; + } + } + } + + public string[] scenes; + #if UNITY_EDITOR + private static string[] ReadNames() + { + List temp = new List(); + foreach (UnityEditor.EditorBuildSettingsScene S in UnityEditor.EditorBuildSettings.scenes) + { + if (S.enabled) + { + string name = S.path.Substring(S.path.LastIndexOf('/')+1); + name = name.Substring(0,name.Length-6); + temp.Add(name); + } + } + return temp.ToArray(); + } + [UnityEditor.MenuItem("CONTEXT/SelectLevel/Update Scene Names")] + private static void UpdateNames(UnityEditor.MenuCommand command) + { + SelectLevel context = (SelectLevel)command.context; + context.scenes = ReadNames(); + } + + private void Reset() + { + scenes = ReadNames(); + ButtonRedirect.scenes = scenes; + } + #endif + + } \ No newline at end of file diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/SelectLevel.cs.meta b/Assets/Asset Packs/Ultimate GUI Kit/Script/SelectLevel.cs.meta new file mode 100644 index 0000000..dde570f --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/SelectLevel.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 10a12f9c4e238d44bb7fdd2c1160d1fc +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/SplatchScreen.cs b/Assets/Asset Packs/Ultimate GUI Kit/Script/SplatchScreen.cs new file mode 100644 index 0000000..2e67511 --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/SplatchScreen.cs @@ -0,0 +1,63 @@ +using UnityEngine; +using System.Collections; +using System; +using Holoville.HOTween; + +/// +/// This class is used to animate the splatch screen +/// Author : Pondomaniac Games +/// +public class SplatchScreen : MonoBehaviour +{ + public GameObject _Logo;//The logo to animate + public float _FadeInTime;//The fadeIn animation time + public float _WaitingTime;//The stay time of the logo + public float _FadeOutTime;//The fadeOut animation time + public string _nextScene;//The next scene to load + + // Used before initialization + void Awake () + { + Time.timeScale = 1; + } + + // Used for initialization + void Start () + { + StartCoroutine (Init ()); + } + + // Animate the Logos with fadeIn and fadeOut effect + IEnumerator Init () + { + Sequence mySequence = new Sequence (new SequenceParms ()); + TweenParms parms; + + Color oldColor = _Logo.GetComponent().material.color; + + _Logo.GetComponent().material.color = new Color (oldColor.r, oldColor.b, oldColor.g, 0f); + + parms = new TweenParms ().Prop ("color", new Color (oldColor.r, oldColor.b, oldColor.g, 1f)).Ease (EaseType.EaseInQuart); + + mySequence.Append (HOTween.To (_Logo.GetComponent().material, _FadeInTime, parms)); + mySequence.Append (HOTween.To (_Logo.GetComponent().material, _WaitingTime, parms)); + + parms = new TweenParms ().Prop ("color", new Color (oldColor.r, oldColor.b, oldColor.g, 0f)); + + mySequence.Append (HOTween.To (_Logo.GetComponent().material, _FadeOutTime, parms)); + + mySequence.Play (); + + yield return new WaitForSeconds (_FadeInTime + _WaitingTime + _FadeOutTime); + Application.LoadLevel (_nextScene); + + + } + + + + + + + +} \ No newline at end of file diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/SplatchScreen.cs.meta b/Assets/Asset Packs/Ultimate GUI Kit/Script/SplatchScreen.cs.meta new file mode 100644 index 0000000..561c4e2 --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/SplatchScreen.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 7fca4a4c0dd25c440bc06d5c089a75b3 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/Util.cs b/Assets/Asset Packs/Ultimate GUI Kit/Script/Util.cs new file mode 100644 index 0000000..2a3534a --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/Util.cs @@ -0,0 +1,122 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Facebook.MiniJSON; +using Holoville.HOTween; + +/// +/// This class contains all static method used in different part of the project or that may be usefull for you +/// Author : Pondomaniac Games +/// +public class Util : ScriptableObject +{ + //Getting the picture using the facebook GRAPH api + public static string GetPictureURL(string facebookID, int? width = null, int? height = null, string type = null) + { + string url = string.Format("/{0}/picture", facebookID); + string query = width != null ? "&width=" + width.ToString() : ""; + query += height != null ? "&height=" + height.ToString() : ""; + query += type != null ? "&type=" + type : ""; + if (query != "") url += ("?g" + query); + return url; + } + + //Getting the picture texture + public static void FriendPictureCallback(FBResult result) + { + if (result.Error != null) + { + Debug.LogError(result.Error); + return; + } + + GameStateManager.FriendTexture = result.Texture; + } + + //Getting a random friend list + public static Dictionary RandomFriend(List friends) + { + var fd = ((Dictionary)(friends[Random.Range(0, friends.Count - 1)])); + var friend = new Dictionary(); + friend["id"] = (string)fd["id"]; + friend["first_name"] = (string)fd["first_name"]; + return friend; + } + + //Getting the profile infos + public static Dictionary DeserializeJSONProfile(string response) + { + var responseObject = Json.Deserialize(response) as Dictionary; + object nameH; + var profile = new Dictionary(); + if (responseObject.TryGetValue("first_name", out nameH)) + { + profile["first_name"] = (string)nameH; + } + return profile; + } + + //Getting the score + public static List DeserializeScores(string response) + { + + var responseObject = Json.Deserialize(response) as Dictionary; + object scoresh; + var scores = new List(); + if (responseObject.TryGetValue ("data", out scoresh)) + { + scores = (List) scoresh; + } + + return scores; + } + + //Getting the friends + public static List DeserializeJSONFriends(string response) + { + var responseObject = Json.Deserialize(response) as Dictionary; + object friendsH; + var friends = new List(); + if (responseObject.TryGetValue("friends", out friendsH)) + { + friends = (List)(((Dictionary)friendsH)["data"]); + } + return friends; + } + + //Draw the texture picture + public static void DrawActualSizeTexture (Vector2 pos, Texture texture, float scale = 1.0f) + { + Rect rect = new Rect (pos.x, pos.y, texture.width * scale , texture.height * scale); + GUI.DrawTexture(rect, texture); + } + //Draw a text + public static void DrawSimpleText (Vector2 pos, GUIStyle style, string text) + { + Rect rect = new Rect (pos.x, pos.y, Screen.width, Screen.height); + GUI.Label (rect, text, style); + } + //The animation when you press a button + public static void ButtonPressAnimation(GameObject go) { + Sequence mySequence = new Sequence (new SequenceParms ()); + TweenParms parms; + + + parms = new TweenParms ().Prop ("localScale", new Vector3 (0.7f, 0.7f, go.transform.position.z)).Ease (EaseType.EaseInQuad); + mySequence.Append (HOTween.To (go.transform, 0.12f, parms)); + + + parms = new TweenParms ().Prop ("localScale", new Vector3 (1f, 1f, go.transform.position.z)).Ease (EaseType.EaseInQuad); + mySequence.Append (HOTween.To (go.transform, 0.12f, parms)); + + + mySequence.Play (); + + + mySequence = new Sequence (new SequenceParms ()); + + + } + + +} diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/Util.cs.meta b/Assets/Asset Packs/Ultimate GUI Kit/Script/Util.cs.meta new file mode 100644 index 0000000..9555b56 --- /dev/null +++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/Util.cs.meta @@ -0,0 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