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all the stuff
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TheMonsterFromTheDeep committed Jul 31, 2017
1 parent ae35ae7 commit b6621e4
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100 changes: 100 additions & 0 deletions Assembly-CSharp.csproj
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>10.0.20506</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<RootNamespace></RootNamespace>
<ProjectGuid>{30FF7FBC-16A6-B8CA-7429-438E50CDFE23}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<AssemblyName>Assembly-CSharp</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<BaseDirectory>Assets</BaseDirectory>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Temp\bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_5_6_0;UNITY_5_6;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_PVR_GI;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_RUNTIME_NAVMESH_BUILDING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_NATIVE_ARRAY;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;ENABLE_VIDEO;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_NATIVE_ARRAY_CHECKS;UNITY_TEAM_LICENSE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>Temp\bin\Release\</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
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</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.XML" />
<Reference Include="System.Core" />
<Reference Include="System.Runtime.Serialization" />
<Reference Include="System.Xml.Linq" />
<Reference Include="UnityEngine">
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEditor">
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Assets\BarrelRotate.cs" />
<Compile Include="Assets\Bug.cs" />
<Compile Include="Assets\CameraMovement.cs" />
<Compile Include="Assets\Health.cs" />
<Compile Include="Assets\MacroButton.cs" />
<Compile Include="Assets\Placer.cs" />
<Compile Include="Assets\Projectile.cs" />
<Compile Include="Assets\Quitter.cs" />
<Compile Include="Assets\RocketRotate.cs" />
<Compile Include="Assets\Shoot.cs" />
<Compile Include="Assets\Spawner.cs" />
<Compile Include="Assets\Stats.cs" />
<Compile Include="Assets\TowerSelector.cs" />
<Compile Include="Assets\Waves.cs" />
<Reference Include="UnityEngine.UI">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->

</Project>
15 changes: 15 additions & 0 deletions Assets/BarrelRotate.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BarrelRotate : MonoBehaviour, Shoot.Event {

// Use this for initialization
void Start () {
transform.parent.GetComponent<Shoot> ().shootEvent = this;
}

public void OnShoot() {
transform.localEulerAngles += new Vector3 (0, 10, 0);
}
}
12 changes: 12 additions & 0 deletions Assets/BarrelRotate.cs.meta

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54 changes: 54 additions & 0 deletions Assets/Bug.cs
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using UnityEngine;
using System.Collections;

public class Bug : MonoBehaviour {

public float acceleration = 1;
public float speed = 5;

public Transform path;

public int lifetime = 0;

public Vector3 currentSpeed = new Vector3();

public bool demo = false;

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {
Vector3 delta = (path.position - transform.position);
if (delta.sqrMagnitude > 0.1f) {
transform.position += currentSpeed * Time.deltaTime;

Vector3 wantedSpeed;

if (acceleration / (2 * currentSpeed.magnitude) < currentSpeed.magnitude / delta.magnitude) {
wantedSpeed = Vector3.zero;
} else {
wantedSpeed = delta.normalized * speed;
}

if (currentSpeed != wantedSpeed) {
currentSpeed += (wantedSpeed - currentSpeed).normalized * acceleration * Time.deltaTime;
}

if (currentSpeed.sqrMagnitude > 0.1f) {
transform.LookAt (transform.position + currentSpeed);
}
} else {
transform.position = path.position;
if (path.childCount > 0) {
path = path.GetChild (0);
} else {
Destroy (gameObject);
if(!demo) Stats.ChangeLife (-1);
}
}
++lifetime;
}
}
12 changes: 12 additions & 0 deletions Assets/Bug.cs.meta

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72 changes: 72 additions & 0 deletions Assets/CameraMovement.cs
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using UnityEngine;
using System.Collections;

public class CameraMovement : MonoBehaviour {

public float mouseThreshold = 0.3f;
public float multiplier = 1;
public float scrollMultiplier = 1;
public float minimumY = 5;
public float maximumY = 50;

public float minX = -16;
public float maxX = 16;
public float minZ = -60;
public float maxZ = 40;

// Use this for initialization
void Start () {

}

Vector2 currentSpeed = new Vector2();

void Update () {
if ((gameObject.transform.position.y > minimumY || Input.mouseScrollDelta.y < 0) &&
(gameObject.transform.position.y < maximumY || Input.mouseScrollDelta.y > 0)) {
gameObject.transform.position -= new Vector3 (0, Input.mouseScrollDelta.y * scrollMultiplier * Time.deltaTime, 0);
}

Vector3 mouseComp = Camera.main.ScreenToViewportPoint (Input.mousePosition);
mouseComp -= new Vector3 (0.5f, 0.5f, 0);

float totalMult = (multiplier * gameObject.transform.position.y) / (minimumY * mouseThreshold);

Vector2 mouseSpeed = new Vector2();
if (mouseComp.y > mouseThreshold) {
mouseSpeed.y = (mouseComp.y - mouseThreshold)* totalMult;
} else if (mouseComp.y < -mouseThreshold) {
mouseSpeed.y = (mouseComp.y + mouseThreshold)* totalMult;
}
if (mouseComp.x > mouseThreshold) {
mouseSpeed.x = (mouseComp.x - mouseThreshold) * totalMult;
} else if (mouseComp.x < -mouseThreshold) {
mouseSpeed.x = (mouseComp.x + mouseThreshold) * totalMult;
}

if (!Input.GetMouseButton (2))
mouseSpeed = new Vector2(0, 0);

currentSpeed += (mouseSpeed - currentSpeed) * 0.2f;

gameObject.transform.localPosition += new Vector3 (currentSpeed.x, 0, currentSpeed.y) * Time.deltaTime;

float x = gameObject.transform.localPosition.x;
float z = gameObject.transform.localPosition.z;

float aminx = minX * (maximumY / transform.position.y);
float aminz = minZ;// * (maximumY / transform.position.y);
float amaxx = maxX * (maximumY / transform.position.y);
float amaxz = maxZ * (maximumY / transform.position.y);

if (x < aminx)
x = aminx;
if (x > amaxx)
x = amaxx;
if (z < aminz)
z = aminz;
if (z > amaxz)
z = amaxz;
gameObject.transform.localPosition = new Vector3 (x, gameObject.transform.localPosition.y, z);
}
}
12 changes: 12 additions & 0 deletions Assets/CameraMovement.cs.meta

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26 changes: 26 additions & 0 deletions Assets/Health.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Health : MonoBehaviour {

public float maxHealth = 10;

private float health;

// Use this for initialization
void Start () {
health = maxHealth;
}

public void Change(float delta) {
health += delta;
if (health > maxHealth) {
health = maxHealth;
}
if (health <= 0) {
Stats.ChangeCurrency (Mathf.Clamp ((Random.Range (-2, 2) + maxHealth / 10), 1, Mathf.Infinity));
GameObject.Destroy (gameObject);
}
}
}
12 changes: 12 additions & 0 deletions Assets/Health.cs.meta

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25 changes: 25 additions & 0 deletions Assets/MacroButton.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class MacroButton : MonoBehaviour {

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {

}

public void ToGame() {
SceneManager.LoadScene ("game");
}

public void ToMenu() {
SceneManager.LoadScene ("menu");
}
}
12 changes: 12 additions & 0 deletions Assets/MacroButton.cs.meta

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9 changes: 9 additions & 0 deletions Assets/Models.meta

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9 changes: 9 additions & 0 deletions Assets/Models/Materials.meta

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Binary file added Assets/Models/Materials/Arena.mat
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9 changes: 9 additions & 0 deletions Assets/Models/Materials/Arena.mat.meta

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Binary file added Assets/Models/Materials/Bullet.mat
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