feat: removed alpha projects for unity and unreal

This commit is contained in:
Krzysztof kuhy Rudnicki 2026-01-18 16:19:21 +01:00
parent edb6b72ce9
commit aa461643e2
1702 changed files with 0 additions and 224094 deletions

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My project/.gitignore vendored
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build
test/**/*.textest
test/**/*.pdf
.sconsign.dblite
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## Core latex/pdflatex auxiliary files:
*.aux
*.lof
*.log
*.lot
*.fls
*.out
*.toc
*.fmt
*.fot
*.cb
*.cb2
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*.xdv
*-converted-to.*
# these rules might exclude image files for figures etc.
# *.ps
# *.eps
# *.pdf
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*.blg
*-blx.aux
*-blx.bib
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## Build tool auxiliary files:
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*.synctex.gz
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using System.Collections.Generic;
using UnityEngine;
namespace TicTacToe3D
{
public class TicTacToeGameManager : MonoBehaviour
{
public enum Player
{
None = 0,
X,
O
}
[Header("Board Layout")]
[SerializeField] private int gridSize = 3;
[SerializeField] private float tileSize = 1.0f;
[SerializeField] private float tileHeight = 0.15f;
[SerializeField] private float tileSpacing = 1.1f;
[SerializeField] private Transform boardRoot;
[Header("Visuals")]
[SerializeField] private Color boardBaseColor = new Color(0.18f, 0.22f, 0.26f, 1f);
[SerializeField] private Color boardHoverColor = new Color(0.28f, 0.75f, 0.69f, 1f);
[SerializeField] private Color boardWinColor = new Color(0.94f, 0.77f, 0.38f, 1f);
[SerializeField] private Color xMarkerColor = new Color(0.89f, 0.22f, 0.22f, 1f);
[SerializeField] private Color oMarkerColor = new Color(0.22f, 0.35f, 0.89f, 1f);
[Header("Gameplay")]
[SerializeField] private float markerHeight = 0.55f;
[SerializeField] private bool allowDiagonalWin = true;
private readonly List<Tile> tiles = new List<Tile>();
private Player[,] boardState;
private Player currentPlayer = Player.X;
private bool isGameOver;
private readonly List<Tile> winningTiles = new List<Tile>();
public Color BaseColor => boardBaseColor;
public Color HoverColor => boardHoverColor;
public Color WinColor => boardWinColor;
public Color XColor => xMarkerColor;
public Color OColor => oMarkerColor;
public float MarkerHeight => markerHeight;
private void Awake()
{
if (gridSize < 3)
{
gridSize = 3;
}
if (boardRoot == null)
{
boardRoot = transform;
}
boardState = new Player[gridSize, gridSize];
BuildBoard();
UpdateStatusMessage();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.R))
{
ResetGame();
}
}
private void OnGUI()
{
var style = new GUIStyle(GUI.skin.box)
{
fontSize = 24,
alignment = TextAnchor.MiddleCenter,
wordWrap = true
};
GUILayout.BeginArea(new Rect(20f, 20f, 280f, 120f));
GUILayout.Box(GetStatusMessage(), style);
GUILayout.EndArea();
}
public bool CanInteract(Vector2Int coordinates)
{
return !isGameOver && boardState[coordinates.x, coordinates.y] == Player.None;
}
public void TryPlay(Vector2Int coordinates, Tile tile)
{
if (!CanInteract(coordinates))
{
return;
}
boardState[coordinates.x, coordinates.y] = currentPlayer;
tile.AttachMarker(CreateMarker(currentPlayer, tile.transform));
if (DidPlayerWin(currentPlayer))
{
isGameOver = true;
HighlightWinningTiles();
UpdateStatusMessage();
return;
}
if (IsBoardFull())
{
isGameOver = true;
UpdateStatusMessage();
return;
}
currentPlayer = currentPlayer == Player.X ? Player.O : Player.X;
UpdateStatusMessage();
}
public void NotifyHoverEnter(Tile tile)
{
if (!isGameOver && CanInteract(tile.Coordinates))
{
tile.SetColor(boardHoverColor);
}
}
public void NotifyHoverExit(Tile tile)
{
if (isGameOver && winningTiles.Contains(tile))
{
tile.SetColor(boardWinColor);
}
else
{
tile.SetColor(boardBaseColor);
}
}
private void BuildBoard()
{
foreach (var tile in tiles)
{
if (tile != null)
{
Destroy(tile.gameObject);
}
}
tiles.Clear();
boardState = new Player[gridSize, gridSize];
for (int x = 0; x < gridSize; x++)
{
for (int y = 0; y < gridSize; y++)
{
var tileObject = GameObject.CreatePrimitive(PrimitiveType.Cube);
tileObject.name = $"Tile_{x}_{y}";
tileObject.transform.SetParent(boardRoot, false);
tileObject.transform.localScale = new Vector3(tileSize, tileHeight, tileSize);
tileObject.transform.localPosition = new Vector3(
(x - (gridSize - 1) * 0.5f) * tileSpacing,
tileHeight * 0.5f,
(y - (gridSize - 1) * 0.5f) * tileSpacing
);
var tile = tileObject.AddComponent<Tile>();
tile.Initialize(this, new Vector2Int(x, y), boardBaseColor);
tiles.Add(tile);
}
}
}
private GameObject CreateMarker(Player player, Transform parent)
{
var markerRoot = new GameObject(player.ToString());
markerRoot.transform.SetParent(parent, false);
markerRoot.transform.localPosition = Vector3.up * markerHeight;
if (player == Player.X)
{
BuildCross(markerRoot.transform, xMarkerColor);
}
else
{
BuildSphere(markerRoot.transform, oMarkerColor);
}
return markerRoot;
}
private void BuildCross(Transform parent, Color color)
{
CreateBar(parent, Quaternion.Euler(0f, 0f, 45f), color);
CreateBar(parent, Quaternion.Euler(0f, 0f, -45f), color);
}
private void BuildSphere(Transform parent, Color color)
{
var sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphere.transform.SetParent(parent, false);
sphere.transform.localScale = new Vector3(0.6f, 0.25f, 0.6f);
var renderer = sphere.GetComponent<Renderer>();
renderer.sharedMaterial = new Material(renderer.sharedMaterial)
{
color = color
};
var collider = sphere.GetComponent<Collider>();
if (collider != null)
{
Destroy(collider);
}
}
private void CreateBar(Transform parent, Quaternion rotation, Color color)
{
var bar = GameObject.CreatePrimitive(PrimitiveType.Cube);
bar.transform.SetParent(parent, false);
bar.transform.localRotation = rotation;
bar.transform.localScale = new Vector3(0.15f, 0.15f, 0.9f);
var renderer = bar.GetComponent<Renderer>();
renderer.sharedMaterial = new Material(renderer.sharedMaterial)
{
color = color
};
var collider = bar.GetComponent<Collider>();
if (collider != null)
{
Destroy(collider);
}
}
private bool DidPlayerWin(Player player)
{
winningTiles.Clear();
// Rows and columns
for (int i = 0; i < gridSize; i++)
{
if (IsFullLine(player, true, i))
{
return true;
}
if (IsFullLine(player, false, i))
{
return true;
}
}
if (allowDiagonalWin)
{
if (IsFullDiagonal(player, true))
{
return true;
}
if (IsFullDiagonal(player, false))
{
return true;
}
}
winningTiles.Clear();
return false;
}
private bool IsFullLine(Player player, bool horizontal, int index)
{
var temp = new List<Tile>();
for (int i = 0; i < gridSize; i++)
{
int x = horizontal ? i : index;
int y = horizontal ? index : i;
if (boardState[x, y] != player)
{
return false;
}
temp.Add(GetTile(x, y));
}
winningTiles.Clear();
winningTiles.AddRange(temp);
return true;
}
private bool IsFullDiagonal(Player player, bool mainDiagonal)
{
var temp = new List<Tile>();
for (int i = 0; i < gridSize; i++)
{
int x = mainDiagonal ? i : i;
int y = mainDiagonal ? i : (gridSize - 1) - i;
if (boardState[x, y] != player)
{
return false;
}
temp.Add(GetTile(x, y));
}
winningTiles.Clear();
winningTiles.AddRange(temp);
return true;
}
private Tile GetTile(int x, int y)
{
return tiles[y + x * gridSize];
}
private bool IsBoardFull()
{
for (int x = 0; x < gridSize; x++)
{
for (int y = 0; y < gridSize; y++)
{
if (boardState[x, y] == Player.None)
{
return false;
}
}
}
return true;
}
private void HighlightWinningTiles()
{
foreach (var tile in winningTiles)
{
tile.SetColor(boardWinColor);
}
}
private void ResetGame()
{
for (int x = 0; x < gridSize; x++)
{
for (int y = 0; y < gridSize; y++)
{
boardState[x, y] = Player.None;
}
}
foreach (var tile in tiles)
{
tile.ResetTile(boardBaseColor);
}
winningTiles.Clear();
isGameOver = false;
currentPlayer = Player.X;
UpdateStatusMessage();
}
private string GetStatusMessage()
{
if (!isGameOver)
{
return $"Current Player: {currentPlayer}\nClick a tile to place a marker.\nPress R to reset.";
}
if (winningTiles.Count > 0)
{
return $"Player {currentPlayer} wins!\nPress R to play again.";
}
return "It's a draw!\nPress R to play again.";
}
private void UpdateStatusMessage()
{
// Intentionally left blank; OnGUI queries status message when needed.
}
}
}

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using UnityEngine;
namespace TicTacToe3D
{
[RequireComponent(typeof(Renderer))]
[RequireComponent(typeof(Collider))]
public class Tile : MonoBehaviour
{
private TicTacToeGameManager manager;
private Vector2Int coordinates;
private Material runtimeMaterial;
private GameObject currentMarker;
private Color baseColor;
public Vector2Int Coordinates => coordinates;
public void Initialize(TicTacToeGameManager manager, Vector2Int coordinates, Color tileColor)
{
this.manager = manager;
this.coordinates = coordinates;
baseColor = tileColor;
var renderer = GetComponent<Renderer>();
runtimeMaterial = new Material(renderer.sharedMaterial)
{
color = tileColor
};
renderer.material = runtimeMaterial;
var collider = GetComponent<Collider>();
if (collider != null)
{
collider.isTrigger = false;
}
}
public void AttachMarker(GameObject marker)
{
if (currentMarker != null)
{
Destroy(currentMarker);
}
currentMarker = marker;
RemoveColliders(marker);
}
public void SetColor(Color color)
{
if (runtimeMaterial != null)
{
runtimeMaterial.color = color;
}
}
public void ResetTile(Color color)
{
baseColor = color;
SetColor(baseColor);
if (currentMarker != null)
{
Destroy(currentMarker);
currentMarker = null;
}
}
private void RemoveColliders(GameObject root)
{
foreach (var collider in root.GetComponentsInChildren<Collider>())
{
Destroy(collider);
}
}
private void OnMouseEnter()
{
manager?.NotifyHoverEnter(this);
}
private void OnMouseExit()
{
manager?.NotifyHoverExit(this);
}
private void OnMouseDown()
{
manager?.TryPlay(coordinates, this);
}
}
}

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Nintendo Switch: 5
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build
test/**/*.textest
test/**/*.pdf
.sconsign.dblite
.vscode
/*.pdf
## Core latex/pdflatex auxiliary files:
*.aux
*.lof
*.log
*.lot
*.fls
*.out
*.toc
*.fmt
*.fot
*.cb
*.cb2
.*.lb
## Intermediate documents:
*.dvi
*.xdv
*-converted-to.*
# these rules might exclude image files for figures etc.
# *.ps
# *.eps
# *.pdf
## Generated if empty string is given at "Please type another file name for output:"
.pdf
## Bibliography auxiliary files (bibtex/biblatex/biber):
*.bbl
*.bcf
*.blg
*-blx.aux
*-blx.bib
*.run.xml
## Build tool auxiliary files:
*.fdb_latexmk
*.synctex
*.synctex(busy)
*.synctex.gz
*.synctex.gz(busy)
*.pdfsync
*.rubbercache
rubber.cache
## Build tool directories for auxiliary files
# latexrun
latex.out/
## Auxiliary and intermediate files from other packages:
# algorithms
*.alg
*.loa
# achemso
acs-*.bib
# amsthm
*.thm
# beamer
*.nav
*.pre
*.snm
*.vrb
# changes
*.soc
# comment
*.cut
# cprotect
*.cpt
# elsarticle (documentclass of Elsevier journals)
*.spl
# endnotes
*.ent
# fixme
*.lox
# feynmf/feynmp
*.mf
*.mp
*.t[1-9]
*.t[1-9][0-9]
*.tfm
#(r)(e)ledmac/(r)(e)ledpar
*.end
*.?end
*.[1-9]
*.[1-9][0-9]
*.[1-9][0-9][0-9]
*.[1-9]R
*.[1-9][0-9]R
*.[1-9][0-9][0-9]R
*.eledsec[1-9]
*.eledsec[1-9]R
*.eledsec[1-9][0-9]
*.eledsec[1-9][0-9]R
*.eledsec[1-9][0-9][0-9]
*.eledsec[1-9][0-9][0-9]R
# glossaries
*.acn
*.acr
*.glg
*.glo
*.gls
*.glsdefs
*.lzo
*.lzs
*.slg
*.slo
*.sls
# uncomment this for glossaries-extra (will ignore makeindex's style files!)
# *.ist
# gnuplot
*.gnuplot
*.table
# gnuplottex
*-gnuplottex-*
# gregoriotex
*.gaux
*.glog
*.gtex
# htlatex
*.4ct
*.4tc
*.idv
*.lg
*.trc
*.xref
# hypdoc
*.hd
# hyperref
*.brf
# knitr
*-concordance.tex
# TODO Uncomment the next line if you use knitr and want to ignore its generated tikz files
# *.tikz
*-tikzDictionary
# listings
*.lol
# luatexja-ruby
*.ltjruby
# makeidx
*.idx
*.ilg
*.ind
# minitoc
*.maf
*.mlf
*.mlt
*.mtc[0-9]*
*.slf[0-9]*
*.slt[0-9]*
*.stc[0-9]*
# minted
_minted*
*.pyg
# morewrites
*.mw
# newpax
*.newpax
# nomencl
*.nlg
*.nlo
*.nls
# pax
*.pax
# pdfpcnotes
*.pdfpc
# sagetex
*.sagetex.sage
*.sagetex.py
*.sagetex.scmd
# scrwfile
*.wrt
# svg
svg-inkscape/
# sympy
*.sout
*.sympy
sympy-plots-for-*.tex/
# pdfcomment
*.upa
*.upb
# pythontex
*.pytxcode
pythontex-files-*/
# tcolorbox
*.listing
# thmtools
*.loe
# TikZ & PGF
*.dpth
*.md5
*.auxlock
# titletoc
*.ptc
# todonotes
*.tdo
# vhistory
*.hst
*.ver
# easy-todo
*.lod
# xcolor
*.xcp
# xmpincl
*.xmpi
# xindy
*.xdy
# xypic precompiled matrices and outlines
*.xyc
*.xyd
# endfloat
*.ttt
*.fff
# Latexian
TSWLatexianTemp*
## Editors:
# WinEdt
*.bak
*.sav
# Texpad
.texpadtmp
# LyX
*.lyx~
# Kile
*.backup
# gummi
.*.swp
# KBibTeX
*~[0-9]*
# TeXnicCenter
*.tps
# auto folder when using emacs and auctex
./auto/*
*.el
# expex forward references with \gathertags
*-tags.tex
# standalone packages
*.sta
# Makeindex log files
*.lpz
# xwatermark package
*.xwm
# REVTeX puts footnotes in the bibliography by default, unless the nofootinbib
# option is specified. Footnotes are the stored in a file with suffix Notes.bib.
# Uncomment the next line to have this generated file ignored.
#*Notes.bib
# REVTeX puts footnotes in the bibliography by default, unless the nofootinbib
# option is specified. Footnotes are the stored in a file with suffix Notes.bib.
# Uncomment the next line to have this generated file ignored.
#*Notes.bib
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
.utmp/
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
*.log
# By default unity supports Blender asset imports, *.blend1 blender files do not need to be commited to version control.
*.blend1
*.blend1.meta
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Jetbrains Rider personal-layer settings
*.DotSettings.user
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.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
# Mono auto generated files
mono_crash.*
# Builds
*.apk
*.aab
*.unitypackage
*.unitypackage.meta
*.app
# Crashlytics generated file
crashlytics-build.properties
# TestRunner generated files
InitTestScene*.unity*
# Addressables default ignores, before user customizations
/ServerData
/[Aa]ssets/StreamingAssets/aa*
/[Aa]ssets/AddressableAssetsData/link.xml*
/[Aa]ssets/Addressables_Temp*
# By default, Addressables content builds will generate addressables_content_state.bin
# files in platform-specific subfolders, for example:
# /Assets/AddressableAssetsData/OSX/addressables_content_state.bin
/[Aa]ssets/AddressableAssetsData/*/*.bin*
# Visual Scripting auto-generated files
/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Flow/UnitOptions.db
/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Flow/UnitOptions.db.meta
/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Core/Property Providers
/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Core/Property Providers.meta
# Auto-generated scenes by play mode tests
/[Aa]ssets/[Ii]nit[Tt]est[Ss]cene*.unity*

View File

@ -1,266 +0,0 @@
// Unity API Stubs for static analysis
// These provide minimal type definitions so the analyzer can check code
// without needing actual Unity assemblies
using System;
using System.Collections;
using System.Collections.Generic;
namespace UnityEngine
{
public class Object {
public string name;
public static void Destroy(Object obj) { }
public static void DontDestroyOnLoad(Object target) { }
public static T FindObjectOfType<T>() where T : Object => default;
public static T[] FindObjectsOfType<T>() where T : Object => default;
public static T Instantiate<T>(T original) where T : Object => default;
public static T Instantiate<T>(T original, Vector3 position, Quaternion rotation) where T : Object => default;
}
public class Component : Object {
public GameObject gameObject;
public Transform transform;
public T GetComponent<T>() => default;
public T[] GetComponents<T>() => default;
public T GetComponentInChildren<T>() => default;
public T GetComponentInParent<T>() => default;
}
public class Behaviour : Component { public bool enabled; public bool isActiveAndEnabled; }
public class MonoBehaviour : Behaviour {
protected void Invoke(string methodName, float time) { }
protected void CancelInvoke() { }
protected void CancelInvoke(string methodName) { }
protected Coroutine StartCoroutine(IEnumerator routine) => null;
protected Coroutine StartCoroutine(string methodName) => null;
protected void StopCoroutine(Coroutine routine) { }
protected void StopAllCoroutines() { }
}
public class ScriptableObject : Object { }
public class GameObject : Object {
public Transform transform;
public bool activeSelf;
public bool activeInHierarchy;
public GameObject() { }
public GameObject(string name) { }
public T GetComponent<T>() => default;
public T AddComponent<T>() where T : Component => default;
public void SetActive(bool value) { }
}
public class Transform : Component, IEnumerable {
public Vector3 position;
public Vector3 localPosition;
public Quaternion rotation;
public Quaternion localRotation;
public Vector3 localScale;
public Transform parent;
public int childCount;
public void SetParent(Transform parent) { }
public Transform GetChild(int index) => default;
public IEnumerator GetEnumerator() => null;
}
public struct Vector2 {
public float x, y;
public Vector2(float x, float y) { this.x = x; this.y = y; }
public static Vector2 up => new Vector2(0, 1);
public static Vector2 down => new Vector2(0, -1);
public static Vector2 left => new Vector2(-1, 0);
public static Vector2 right => new Vector2(1, 0);
public static Vector2 zero => new Vector2(0, 0);
public static Vector2 one => new Vector2(1, 1);
public Vector2 normalized => this;
public float magnitude => 0;
public float sqrMagnitude => 0;
public static Vector2 operator +(Vector2 a, Vector2 b) => default;
public static Vector2 operator -(Vector2 a, Vector2 b) => default;
public static Vector2 operator *(Vector2 a, float d) => default;
public static Vector2 operator *(float d, Vector2 a) => default;
public static implicit operator Vector3(Vector2 v) => default;
}
public struct Vector3 {
public float x, y, z;
public Vector3(float x, float y, float z) { this.x = x; this.y = y; this.z = z; }
public static Vector3 up => new Vector3(0, 1, 0);
public static Vector3 down => new Vector3(0, -1, 0);
public static Vector3 forward => new Vector3(0, 0, 1);
public static Vector3 back => new Vector3(0, 0, -1);
public static Vector3 left => new Vector3(-1, 0, 0);
public static Vector3 right => new Vector3(1, 0, 0);
public static Vector3 zero => new Vector3(0, 0, 0);
public static Vector3 one => new Vector3(1, 1, 1);
public Vector3 normalized => this;
public static Vector3 operator +(Vector3 a, Vector3 b) => default;
public static Vector3 operator -(Vector3 a, Vector3 b) => default;
public static Vector3 operator *(Vector3 a, float d) => default;
public static Vector3 operator *(float d, Vector3 a) => default;
public static implicit operator Vector2(Vector3 v) => default;
}
public struct Quaternion {
public float x, y, z, w;
public static Quaternion identity => default;
public static Quaternion Euler(float x, float y, float z) => default;
public static Vector3 operator *(Quaternion rotation, Vector3 point) => default;
}
public struct Color {
public float r, g, b, a;
public Color(float r, float g, float b, float a = 1f) { this.r = r; this.g = g; this.b = b; this.a = a; }
public static Color white => new Color(1, 1, 1);
public static Color black => new Color(0, 0, 0);
public static Color red => new Color(1, 0, 0);
public static Color green => new Color(0, 1, 0);
public static Color blue => new Color(0, 0, 1);
}
public struct Rect { public float x, y, width, height; }
public class Collider : Component { }
public class Collider2D : Component { public new T GetComponent<T>() => default; }
public class BoxCollider2D : Collider2D { }
public class CircleCollider2D : Collider2D { }
public class Rigidbody : Component { }
public class Rigidbody2D : Component { }
public class SpriteRenderer : Component { public Sprite sprite; public Color color; }
public class Sprite : Object { }
public static class Time {
public static float time => 0;
public static float deltaTime => 0;
public static float fixedDeltaTime => 0;
public static float unscaledDeltaTime => 0;
public static float timeScale { get; set; }
}
public static class Input {
public static float GetAxis(string axisName) => 0;
public static float GetAxisRaw(string axisName) => 0;
public static bool GetKey(KeyCode key) => false;
public static bool GetKeyDown(KeyCode key) => false;
public static bool GetKeyUp(KeyCode key) => false;
public static bool GetMouseButton(int button) => false;
public static bool GetMouseButtonDown(int button) => false;
public static bool GetMouseButtonUp(int button) => false;
public static Vector3 mousePosition => default;
}
public enum KeyCode {
None, A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z,
Alpha0, Alpha1, Alpha2, Alpha3, Alpha4, Alpha5, Alpha6, Alpha7, Alpha8, Alpha9,
Space, Return, Escape, Tab, LeftShift, RightShift, LeftControl, RightControl,
UpArrow, DownArrow, LeftArrow, RightArrow
}
public static class Mathf {
public const float PI = 3.14159265f;
public static float Abs(float f) => f < 0 ? -f : f;
public static float Sin(float f) => 0;
public static float Cos(float f) => 0;
public static float Sqrt(float f) => 0;
public static float Clamp(float value, float min, float max) => value;
public static float Clamp01(float value) => value;
public static int Clamp(int value, int min, int max) => value;
public static float Max(float a, float b) => a > b ? a : b;
public static float Min(float a, float b) => a < b ? a : b;
public static int Max(int a, int b) => a > b ? a : b;
public static int Min(int a, int b) => a < b ? a : b;
public static int FloorToInt(float f) => (int)f;
public static int RoundToInt(float f) => (int)f;
public static float Repeat(float t, float length) => t;
}
public static class Random {
public static float Range(float min, float max) => min;
public static int Range(int min, int max) => min;
public static float value => 0;
}
public static class Debug {
public static void Log(object message) { }
public static void LogWarning(object message) { }
public static void LogError(object message) { }
}
public static class Resources {
public static T Load<T>(string path) where T : Object => default;
public static T GetBuiltinResource<T>(string path) where T : Object => default;
}
public class WaitForSeconds : YieldInstruction {
public WaitForSeconds(float seconds) { }
}
public class YieldInstruction { }
public class Coroutine : YieldInstruction { }
public class AnimationCurve {
public float Evaluate(float time) => 0;
public static AnimationCurve Linear(float timeStart, float valueStart, float timeEnd, float valueEnd) => new AnimationCurve();
}
[AttributeUsage(AttributeTargets.Field)]
public class SerializeField : Attribute { }
[AttributeUsage(AttributeTargets.Field)]
public class HideInInspector : Attribute { }
[AttributeUsage(AttributeTargets.Field | AttributeTargets.Class)]
public class HeaderAttribute : Attribute { public HeaderAttribute(string header) { } }
[AttributeUsage(AttributeTargets.Field)]
public class RangeAttribute : Attribute { public RangeAttribute(float min, float max) { } }
[AttributeUsage(AttributeTargets.Class)]
public class RequireComponent : Attribute { public RequireComponent(Type type) { } }
[AttributeUsage(AttributeTargets.Method)]
public class RuntimeInitializeOnLoadMethodAttribute : Attribute {
public RuntimeInitializeOnLoadMethodAttribute() { }
public RuntimeInitializeOnLoadMethodAttribute(RuntimeInitializeLoadType loadType) { }
}
public enum RuntimeInitializeLoadType { AfterSceneLoad, BeforeSceneLoad, AfterAssembliesLoaded, BeforeSplashScreen, SubsystemRegistration }
public class Camera : Behaviour {
public static Camera main => null;
public float orthographicSize;
public float fieldOfView;
public float aspect;
public Vector3 ScreenToWorldPoint(Vector3 position) => default;
public Vector3 WorldToScreenPoint(Vector3 position) => default;
public Ray ScreenPointToRay(Vector3 pos) => default;
}
public struct Ray { public Vector3 origin; public Vector3 direction; }
public class Canvas : Behaviour {
public RenderMode renderMode;
}
public enum RenderMode { ScreenSpaceOverlay, ScreenSpaceCamera, WorldSpace }
public class CanvasScaler : Component { }
public class GraphicRaycaster : Component { }
public class RectTransform : Transform {
public Vector2 anchorMin;
public Vector2 anchorMax;
public Vector2 pivot;
public Vector2 anchoredPosition;
public Vector2 sizeDelta;
}
public class Font : Object { }
}
namespace UnityEngine.UI
{
public class Text : UnityEngine.Behaviour {
public string text;
public UnityEngine.Font font;
public int fontSize;
public UnityEngine.Color color;
public TextAnchor alignment;
public HorizontalWrapMode horizontalOverflow;
}
public enum TextAnchor { UpperLeft, UpperCenter, UpperRight, MiddleLeft, MiddleCenter, MiddleRight, LowerLeft, LowerCenter, LowerRight }
public enum HorizontalWrapMode { Wrap, Overflow }
public class Image : UnityEngine.Behaviour { }
public class Button : UnityEngine.Behaviour { }
public class Graphic : UnityEngine.Behaviour { }
}

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@ -1,7 +0,0 @@
UnityAnalyzer -> /home/kuchy/praca_magisterska/games/unity/.unity-analyzers/bin/Debug/netstandard2.1/UnityAnalyzer.dll
Build succeeded.
0 Warning(s)
0 Error(s)
Time Elapsed 00:00:01.94

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@ -1,75 +0,0 @@
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View File

@ -1,413 +0,0 @@
build
test/**/*.textest
test/**/*.pdf
.sconsign.dblite
.vscode
/*.pdf
## Core latex/pdflatex auxiliary files:
*.aux
*.lof
*.log
*.lot
*.fls
*.out
*.toc
*.fmt
*.fot
*.cb
*.cb2
.*.lb
## Intermediate documents:
*.dvi
*.xdv
*-converted-to.*
# these rules might exclude image files for figures etc.
# *.ps
# *.eps
# *.pdf
## Generated if empty string is given at "Please type another file name for output:"
.pdf
## Bibliography auxiliary files (bibtex/biblatex/biber):
*.bbl
*.bcf
*.blg
*-blx.aux
*-blx.bib
*.run.xml
## Build tool auxiliary files:
*.fdb_latexmk
*.synctex
*.synctex(busy)
*.synctex.gz
*.synctex.gz(busy)
*.pdfsync
*.rubbercache
rubber.cache
## Build tool directories for auxiliary files
# latexrun
latex.out/
## Auxiliary and intermediate files from other packages:
# algorithms
*.alg
*.loa
# achemso
acs-*.bib
# amsthm
*.thm
# beamer
*.nav
*.pre
*.snm
*.vrb
# changes
*.soc
# comment
*.cut
# cprotect
*.cpt
# elsarticle (documentclass of Elsevier journals)
*.spl
# endnotes
*.ent
# fixme
*.lox
# feynmf/feynmp
*.mf
*.mp
*.t[1-9]
*.t[1-9][0-9]
*.tfm
#(r)(e)ledmac/(r)(e)ledpar
*.end
*.?end
*.[1-9]
*.[1-9][0-9]
*.[1-9][0-9][0-9]
*.[1-9]R
*.[1-9][0-9]R
*.[1-9][0-9][0-9]R
*.eledsec[1-9]
*.eledsec[1-9]R
*.eledsec[1-9][0-9]
*.eledsec[1-9][0-9]R
*.eledsec[1-9][0-9][0-9]
*.eledsec[1-9][0-9][0-9]R
# glossaries
*.acn
*.acr
*.glg
*.glo
*.gls
*.glsdefs
*.lzo
*.lzs
*.slg
*.slo
*.sls
# uncomment this for glossaries-extra (will ignore makeindex's style files!)
# *.ist
# gnuplot
*.gnuplot
*.table
# gnuplottex
*-gnuplottex-*
# gregoriotex
*.gaux
*.glog
*.gtex
# htlatex
*.4ct
*.4tc
*.idv
*.lg
*.trc
*.xref
# hypdoc
*.hd
# hyperref
*.brf
# knitr
*-concordance.tex
# TODO Uncomment the next line if you use knitr and want to ignore its generated tikz files
# *.tikz
*-tikzDictionary
# listings
*.lol
# luatexja-ruby
*.ltjruby
# makeidx
*.idx
*.ilg
*.ind
# minitoc
*.maf
*.mlf
*.mlt
*.mtc[0-9]*
*.slf[0-9]*
*.slt[0-9]*
*.stc[0-9]*
# minted
_minted*
*.pyg
# morewrites
*.mw
# newpax
*.newpax
# nomencl
*.nlg
*.nlo
*.nls
# pax
*.pax
# pdfpcnotes
*.pdfpc
# sagetex
*.sagetex.sage
*.sagetex.py
*.sagetex.scmd
# scrwfile
*.wrt
# svg
svg-inkscape/
# sympy
*.sout
*.sympy
sympy-plots-for-*.tex/
# pdfcomment
*.upa
*.upb
# pythontex
*.pytxcode
pythontex-files-*/
# tcolorbox
*.listing
# thmtools
*.loe
# TikZ & PGF
*.dpth
*.md5
*.auxlock
# titletoc
*.ptc
# todonotes
*.tdo
# vhistory
*.hst
*.ver
# easy-todo
*.lod
# xcolor
*.xcp
# xmpincl
*.xmpi
# xindy
*.xdy
# xypic precompiled matrices and outlines
*.xyc
*.xyd
# endfloat
*.ttt
*.fff
# Latexian
TSWLatexianTemp*
## Editors:
# WinEdt
*.bak
*.sav
# Texpad
.texpadtmp
# LyX
*.lyx~
# Kile
*.backup
# gummi
.*.swp
# KBibTeX
*~[0-9]*
# TeXnicCenter
*.tps
# auto folder when using emacs and auctex
./auto/*
*.el
# expex forward references with \gathertags
*-tags.tex
# standalone packages
*.sta
# Makeindex log files
*.lpz
# xwatermark package
*.xwm
# REVTeX puts footnotes in the bibliography by default, unless the nofootinbib
# option is specified. Footnotes are the stored in a file with suffix Notes.bib.
# Uncomment the next line to have this generated file ignored.
#*Notes.bib
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
.utmp/
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
*.log
# By default unity supports Blender asset imports, *.blend1 blender files do not need to be commited to version control.
*.blend1
*.blend1.meta
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Jetbrains Rider personal-layer settings
*.DotSettings.user
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.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
# Mono auto generated files
mono_crash.*
# Builds
*.apk
*.aab
*.unitypackage
*.unitypackage.meta
*.app
# Crashlytics generated file
crashlytics-build.properties
# TestRunner generated files
InitTestScene*.unity*
# Addressables default ignores, before user customizations
/ServerData
/[Aa]ssets/StreamingAssets/aa*
/[Aa]ssets/AddressableAssetsData/link.xml*
/[Aa]ssets/Addressables_Temp*
# By default, Addressables content builds will generate addressables_content_state.bin
# files in platform-specific subfolders, for example:
# /Assets/AddressableAssetsData/OSX/addressables_content_state.bin
/[Aa]ssets/AddressableAssetsData/*/*.bin*
# Visual Scripting auto-generated files
/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Flow/UnitOptions.db
/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Flow/UnitOptions.db.meta
/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Core/Property Providers
/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Core/Property Providers.meta
# Auto-generated scenes by play mode tests
/[Aa]ssets/[Ii]nit[Tt]est[Ss]cene*.unity*

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@ -1,21 +0,0 @@
using UnityEngine;
public class AutoDestroy : MonoBehaviour
{
[SerializeField] private float lifetime = 1.5f;
private void OnEnable()
{
Invoke(nameof(DestroySelf), lifetime);
}
private void OnDisable()
{
CancelInvoke();
}
private void DestroySelf()
{
Destroy(gameObject);
}
}

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@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 70d41ee73b19902cd8a62a320dbde7d9

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@ -1,26 +0,0 @@
using UnityEngine;
public class BackgroundScroller : MonoBehaviour
{
[SerializeField] private float scrollSpeed = 2f;
[SerializeField] private float tileSizeY = 20f;
[SerializeField] private bool randomizeOffset;
private Vector3 startPosition;
private void Start()
{
startPosition = transform.position;
if (randomizeOffset)
{
float initialOffset = Random.Range(0f, tileSizeY);
startPosition -= Vector3.up * initialOffset;
}
}
private void Update()
{
float newPosition = Mathf.Repeat(Time.time * scrollSpeed, tileSizeY);
transform.position = startPosition + Vector3.down * newPosition;
}
}

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using System.Collections.Generic;
using UnityEngine;
public class Bullet : MonoBehaviour
{
public static readonly List<Bullet> ActiveEnemyProjectiles = new List<Bullet>();
[SerializeField] private float defaultSpeed = 12f;
[SerializeField] private float defaultLifetime = 4f;
[SerializeField] private int defaultDamage = 1;
[SerializeField] private GameObject impactEffectPrefab;
private Vector2 travelDirection = Vector2.up;
private float travelSpeed;
private float remainingLifetime;
private bool isEnemyProjectile;
private int damage;
private void OnEnable()
{
remainingLifetime = Mathf.Max(0.1f, defaultLifetime);
travelSpeed = Mathf.Max(1f, defaultSpeed);
damage = Mathf.Max(1, defaultDamage);
}
private void Update()
{
float step = travelSpeed * Time.deltaTime;
transform.position += (Vector3)(travelDirection * step);
remainingLifetime -= Time.deltaTime;
if (remainingLifetime <= 0f)
{
Recycle();
}
}
public void Initialize(Vector2 direction, float speed, bool enemyProjectile, float lifetime, int damageValue = 1)
{
travelDirection = direction.sqrMagnitude > 0f ? direction.normalized : Vector2.up;
travelSpeed = speed > 0f ? speed : defaultSpeed;
remainingLifetime = lifetime > 0f ? lifetime : defaultLifetime;
damage = Mathf.Max(1, damageValue);
if (isEnemyProjectile && !enemyProjectile)
{
ActiveEnemyProjectiles.Remove(this);
}
isEnemyProjectile = enemyProjectile;
if (isEnemyProjectile && !ActiveEnemyProjectiles.Contains(this))
{
ActiveEnemyProjectiles.Add(this);
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (isEnemyProjectile)
{
PlayerController player = collision.GetComponent<PlayerController>();
if (player != null)
{
SpawnImpact();
player.TakeHit(damage, transform.position);
Recycle();
}
}
else
{
Enemy enemy = collision.GetComponent<Enemy>();
if (enemy != null)
{
SpawnImpact();
enemy.ApplyDamage(damage);
Recycle();
}
}
}
private void SpawnImpact()
{
if (impactEffectPrefab != null)
{
Instantiate(impactEffectPrefab, transform.position, Quaternion.identity);
}
}
private void OnDestroy()
{
if (isEnemyProjectile)
{
ActiveEnemyProjectiles.Remove(this);
}
}
private void Recycle()
{
if (isEnemyProjectile)
{
ActiveEnemyProjectiles.Remove(this);
}
Destroy(gameObject);
}
public static void ClearEnemyProjectilesWithEffect()
{
if (ActiveEnemyProjectiles.Count == 0) return;
Bullet[] snapshot = ActiveEnemyProjectiles.ToArray();
ActiveEnemyProjectiles.Clear();
for (int i = 0; i < snapshot.Length; i++)
{
Bullet projectile = snapshot[i];
if (projectile == null) continue;
projectile.SpawnImpact();
Destroy(projectile.gameObject);
}
}
}

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using System.Collections.Generic;
using UnityEngine;
public class Enemy : MonoBehaviour
{
public static readonly List<Enemy> ActiveEnemies = new List<Enemy>();
[Header("Durability")]
[SerializeField] private int maxHealth = 12;
[SerializeField] private int scoreValue = 50;
[Header("Movement")]
[SerializeField] private float verticalSpeed = 2.2f;
[SerializeField] private float horizontalAmplitude = 2.5f;
[SerializeField] private float horizontalFrequency = 1.8f;
[SerializeField] private float despawnY = -7.5f;
[SerializeField] private float despawnX = 14f;
[Header("Weaponry")]
[SerializeField] private Bullet enemyBulletPrefab;
[SerializeField] private Transform[] muzzlePoints;
[SerializeField] private float fireInterval = 0.35f;
[SerializeField] private int bulletsPerBurst = 20;
[SerializeField] private float burstSpread = 360f;
[SerializeField] private float enemyBulletSpeed = 10f;
[SerializeField] private float enemyBulletLifetime = 6f;
[Header("VFX")]
[SerializeField] private GameObject hitEffectPrefab;
[SerializeField] private GameObject deathEffectPrefab;
private int currentHealth;
private float baseX;
private float waveSeed;
private float fireTimer;
private bool isDying;
private void OnEnable()
{
currentHealth = Mathf.Max(1, maxHealth);
baseX = transform.position.x;
waveSeed = Random.Range(0f, Mathf.PI * 2f);
fireTimer = Random.Range(0f, fireInterval);
isDying = false;
if (!ActiveEnemies.Contains(this))
{
ActiveEnemies.Add(this);
}
}
private void OnDisable()
{
ActiveEnemies.Remove(this);
}
private void Update()
{
AdvanceMovement();
HandleFiring();
CheckBounds();
}
private void AdvanceMovement()
{
Vector3 position = transform.position;
position.y -= verticalSpeed * Time.deltaTime;
position.x = baseX + Mathf.Sin((Time.time + waveSeed) * horizontalFrequency) * horizontalAmplitude;
transform.position = position;
}
private void HandleFiring()
{
if (enemyBulletPrefab == null) return;
fireTimer -= Time.deltaTime;
if (fireTimer > 0f) return;
fireTimer = Mathf.Max(0.05f, fireInterval);
if (muzzlePoints != null && muzzlePoints.Length > 0)
{
for (int i = 0; i < muzzlePoints.Length; i++)
{
EmitBurst(muzzlePoints[i].position);
}
}
else
{
EmitBurst(transform.position);
}
}
private void EmitBurst(Vector3 worldPosition)
{
int count = Mathf.Max(1, bulletsPerBurst);
float angleStep = burstSpread >= 360f ? 360f / count : burstSpread / Mathf.Max(1, count - 1);
float startAngle = burstSpread >= 360f ? 0f : -burstSpread * 0.5f;
for (int i = 0; i < count; i++)
{
float degrees = startAngle + i * angleStep;
Vector2 direction = Quaternion.Euler(0f, 0f, degrees) * Vector2.down;
Bullet projectile = Instantiate(enemyBulletPrefab, worldPosition, Quaternion.identity);
projectile.Initialize(direction, enemyBulletSpeed, true, enemyBulletLifetime);
}
}
private void CheckBounds()
{
Vector3 position = transform.position;
if (position.y < despawnY || Mathf.Abs(position.x) > despawnX)
{
Destroy(gameObject);
}
}
public void ApplyDamage(int amount)
{
currentHealth -= Mathf.Max(1, amount);
if (hitEffectPrefab != null)
{
Instantiate(hitEffectPrefab, transform.position, Quaternion.identity);
}
if (currentHealth <= 0 && !isDying)
{
HandleDeath();
}
}
private void HandleDeath()
{
if (isDying) return;
isDying = true;
ScoreManager.Instance?.AddScore(scoreValue);
if (deathEffectPrefab != null)
{
Instantiate(deathEffectPrefab, transform.position, Quaternion.identity);
}
Destroy(gameObject);
}
private void OnTriggerEnter2D(Collider2D other)
{
PlayerController player = other.GetComponent<PlayerController>();
if (player == null) return;
player.TakeHit(1, transform.position);
HandleDeath();
}
public static void DestroyAllEnemies()
{
if (ActiveEnemies.Count == 0) return;
Enemy[] snapshot = ActiveEnemies.ToArray();
for (int i = 0; i < snapshot.Length; i++)
{
Enemy enemy = snapshot[i];
if (enemy == null) continue;
enemy.HandleDeath();
}
}
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using System.Collections;
using UnityEngine;
public class EnemySpawner : MonoBehaviour
{
[SerializeField] private GameObject enemyPrefab;
[SerializeField] private Transform[] spawnPoints;
[SerializeField] private float spawnAreaHalfWidth = 9f;
[SerializeField] private float gameDuration = 300f;
[SerializeField] private AnimationCurve spawnPerSecond = AnimationCurve.Linear(0f, 0.4f, 1f, 4.5f);
[SerializeField] private int maxSimultaneousEnemies = 120;
private bool spawningActive;
private void Start()
{
spawningActive = true;
StartCoroutine(SpawnLoop());
}
private IEnumerator SpawnLoop()
{
if (enemyPrefab == null)
{
yield break;
}
float elapsed = 0f;
while (spawningActive && elapsed < gameDuration)
{
float normalized = gameDuration > 0f ? Mathf.Clamp01(elapsed / gameDuration) : 1f;
float spawnsPerSecond = Mathf.Max(0.05f, spawnPerSecond.Evaluate(normalized));
float waitTime = 1f / spawnsPerSecond;
if (Enemy.ActiveEnemies.Count < maxSimultaneousEnemies)
{
SpawnWave(normalized);
}
elapsed += waitTime;
yield return new WaitForSeconds(waitTime);
}
}
private void SpawnWave(float normalizedTime)
{
int baseCount = Mathf.Clamp(Mathf.RoundToInt(1f + normalizedTime * 6f), 1, 8);
int burstSize = Mathf.Clamp(baseCount + Random.Range(0, 3), 1, 12);
for (int i = 0; i < burstSize; i++)
{
SpawnEnemy();
}
}
private void SpawnEnemy()
{
Vector3 spawnPosition = transform.position;
if (spawnPoints != null && spawnPoints.Length > 0)
{
Transform pick = spawnPoints[Random.Range(0, spawnPoints.Length)];
spawnPosition = pick.position;
}
else
{
spawnPosition.x = Random.Range(-spawnAreaHalfWidth, spawnAreaHalfWidth);
}
Instantiate(enemyPrefab, spawnPosition, Quaternion.identity);
}
public void StopSpawning()
{
spawningActive = false;
StopAllCoroutines();
}
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using UnityEngine;
public class GameDirector : MonoBehaviour
{
public static GameDirector Instance { get; private set; }
[SerializeField] private EnemySpawner enemySpawner;
[SerializeField] private PlayerController player;
[SerializeField] private float gameDuration = 300f;
private float elapsedTime;
private bool gameActive;
public float GameDuration => gameDuration;
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
gameActive = true;
}
private void Start()
{
elapsedTime = 0f;
if (enemySpawner == null)
{
enemySpawner = FindObjectOfType<EnemySpawner>();
}
if (player == null)
{
player = FindObjectOfType<PlayerController>();
}
ScoreManager.Instance?.RegisterGameStart(player != null ? player.CurrentLives : 0, gameDuration);
}
private void Update()
{
if (!gameActive) return;
elapsedTime += Time.deltaTime;
float remaining = Mathf.Max(0f, gameDuration - elapsedTime);
ScoreManager.Instance?.UpdateTimer(remaining);
if (elapsedTime >= gameDuration)
{
gameActive = false;
enemySpawner?.StopSpawning();
ScoreManager.Instance?.HandleGameClear();
}
}
public void HandlePlayerDeath()
{
if (!gameActive) return;
gameActive = false;
enemySpawner?.StopSpawning();
ScoreManager.Instance?.HandleGameOver();
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using UnityEngine;
public class PlayerController : MonoBehaviour
{
[Header("Movement")]
[SerializeField] private float moveSpeed = 7.5f;
[SerializeField] private Vector2 boundsMin = new Vector2(-8.5f, -4.5f);
[SerializeField] private Vector2 boundsMax = new Vector2(8.5f, 4.5f);
[Header("Primary Fire")]
[SerializeField] private Bullet playerBulletPrefab;
[SerializeField] private Transform[] firePoints;
[SerializeField, Range(0.02f, 0.5f)] private float fireInterval = 0.08f;
[SerializeField, Range(1, 9)] private int volleySize = 3;
[SerializeField, Range(0f, 45f)] private float volleySpread = 12f;
[SerializeField] private float playerBulletSpeed = 22f;
[SerializeField] private float playerBulletLifetime = 3f;
[SerializeField] private bool allowMouseFire = true;
[Header("Special Ability")]
[SerializeField] private KeyCode specialKey = KeyCode.X;
[SerializeField] private GameObject specialEffectPrefab;
[Header("Durability")]
[SerializeField] private int maxLives = 3;
[SerializeField] private GameObject hitEffectPrefab;
[SerializeField] private GameObject deathEffectPrefab;
private float fireTimer;
private int currentLives;
private bool specialUsed;
public int MaxLives => maxLives;
public int CurrentLives => currentLives;
private void Awake()
{
currentLives = Mathf.Max(1, maxLives);
}
private void Update()
{
HandleMovement();
HandlePrimaryFire();
HandleSpecial();
}
private void HandleMovement()
{
Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
Vector3 velocity = input.normalized * moveSpeed * Time.deltaTime;
Vector3 candidate = transform.position + velocity;
candidate.x = Mathf.Clamp(candidate.x, boundsMin.x, boundsMax.x);
candidate.y = Mathf.Clamp(candidate.y, boundsMin.y, boundsMax.y);
transform.position = candidate;
}
private void HandlePrimaryFire()
{
bool wantsToFire = Input.GetKey(KeyCode.Z) || (allowMouseFire && Input.GetMouseButton(0));
if (!wantsToFire || playerBulletPrefab == null || firePoints == null || firePoints.Length == 0)
{
fireTimer = Mathf.Max(0f, fireTimer - Time.deltaTime);
return;
}
fireTimer -= Time.deltaTime;
if (fireTimer > 0f) return;
fireTimer = Mathf.Max(0.02f, fireInterval);
foreach (Transform firePoint in firePoints)
{
EmitVolleyFrom(firePoint.position);
}
}
private void EmitVolleyFrom(Vector3 origin)
{
int burstCount = Mathf.Max(1, volleySize);
if (burstCount == 1)
{
SpawnPlayerBullet(origin, Vector2.up);
return;
}
float spreadTotal = volleySpread * (burstCount - 1);
float startAngle = -spreadTotal * 0.5f;
for (int i = 0; i < burstCount; i++)
{
float angle = startAngle + i * volleySpread;
Vector2 direction = Quaternion.Euler(0f, 0f, angle) * Vector2.up;
SpawnPlayerBullet(origin, direction.normalized);
}
}
private void SpawnPlayerBullet(Vector3 position, Vector2 direction)
{
Bullet bulletInstance = Instantiate(playerBulletPrefab, position, Quaternion.identity);
bulletInstance.Initialize(direction, playerBulletSpeed, false, playerBulletLifetime);
}
private void HandleSpecial()
{
if (specialUsed) return;
bool activated = Input.GetKeyDown(specialKey) || Input.GetMouseButtonDown(1);
if (!activated) return;
specialUsed = true;
if (specialEffectPrefab != null)
{
Instantiate(specialEffectPrefab, transform.position, Quaternion.identity);
}
Bullet.ClearEnemyProjectilesWithEffect();
Enemy.DestroyAllEnemies();
ScoreManager.Instance?.RegisterBombUse();
}
public void TakeHit(int damage, Vector3 hitWorldPosition)
{
currentLives -= Mathf.Max(1, damage);
currentLives = Mathf.Max(0, currentLives);
if (hitEffectPrefab != null)
{
Instantiate(hitEffectPrefab, hitWorldPosition, Quaternion.identity);
}
ScoreManager.Instance?.SetLives(currentLives);
if (currentLives <= 0)
{
HandleDeath();
}
}
private void OnEnable()
{
ScoreManager.Instance?.SetLives(currentLives);
}
private void HandleDeath()
{
if (deathEffectPrefab != null)
{
Instantiate(deathEffectPrefab, transform.position, Quaternion.identity);
}
gameObject.SetActive(false);
GameDirector.Instance?.HandlePlayerDeath();
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using UnityEngine;
using UnityEngine.UI;
public class ScoreManager : MonoBehaviour
{
public static ScoreManager Instance { get; private set; }
[SerializeField] private Text scoreText;
[SerializeField] private Text livesText;
[SerializeField] private Text timerText;
private int score;
private int currentLives;
private float cachedDuration;
private float bombMessageTimer;
private const float BombMessageDuration = 2.5f;
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
EnsureUiReferences();
RefreshLabels();
}
private void Update()
{
if (bombMessageTimer <= 0f || timerText == null) return;
bombMessageTimer -= Time.deltaTime;
if (bombMessageTimer <= 0f)
{
timerText.text = FormatTime(cachedDuration);
}
}
public void RegisterGameStart(int initialLives, float duration)
{
currentLives = Mathf.Max(0, initialLives);
cachedDuration = Mathf.Max(0f, duration);
score = 0;
bombMessageTimer = 0f;
RefreshLabels();
}
public void AddScore(int amount)
{
score += Mathf.Max(0, amount);
UpdateScoreLabel();
}
public void SetLives(int lives)
{
currentLives = Mathf.Max(0, lives);
UpdateLivesLabel();
}
public void UpdateTimer(float timeRemaining)
{
cachedDuration = Mathf.Max(0f, timeRemaining);
if (bombMessageTimer > 0f) return;
if (timerText == null) return;
timerText.text = FormatTime(timeRemaining);
}
public void HandleGameOver()
{
if (timerText != null)
{
timerText.text = "Game Over";
}
}
public void HandleGameClear()
{
if (timerText != null)
{
timerText.text = "Mission Complete";
}
}
public void RegisterBombUse()
{
if (timerText == null) return;
timerText.text = "Screen Clear Deployed";
bombMessageTimer = BombMessageDuration;
}
private void EnsureUiReferences()
{
if (scoreText != null && livesText != null && timerText != null) return;
Canvas canvas = FindObjectOfType<Canvas>();
if (canvas == null)
{
canvas = BuildRuntimeCanvas();
}
if (scoreText == null)
{
scoreText = CreateLabel(canvas.transform, "ScoreText", new Vector2(20f, -20f));
}
if (livesText == null)
{
livesText = CreateLabel(canvas.transform, "LivesText", new Vector2(20f, -60f));
}
if (timerText == null)
{
timerText = CreateLabel(canvas.transform, "TimerText", new Vector2(20f, -100f));
}
}
private Canvas BuildRuntimeCanvas()
{
GameObject canvasObject = new GameObject("HUDCanvas");
DontDestroyOnLoad(canvasObject);
Canvas canvas = canvasObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvasObject.AddComponent<CanvasScaler>();
canvasObject.AddComponent<GraphicRaycaster>();
return canvas;
}
private Text CreateLabel(Transform parent, string name, Vector2 anchoredOffset)
{
GameObject go = new GameObject(name);
go.transform.SetParent(parent);
RectTransform rectTransform = go.AddComponent<RectTransform>();
rectTransform.anchorMin = new Vector2(0f, 1f);
rectTransform.anchorMax = new Vector2(0f, 1f);
rectTransform.pivot = new Vector2(0f, 1f);
rectTransform.anchoredPosition = anchoredOffset;
rectTransform.sizeDelta = new Vector2(320f, 36f);
Text label = go.AddComponent<Text>();
label.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
label.fontSize = 24;
label.color = Color.white;
label.alignment = TextAnchor.UpperLeft;
label.horizontalOverflow = HorizontalWrapMode.Overflow;
return label;
}
private void RefreshLabels()
{
UpdateScoreLabel();
UpdateLivesLabel();
if (timerText != null)
{
timerText.text = FormatTime(cachedDuration);
}
}
private void UpdateScoreLabel()
{
if (scoreText != null)
{
scoreText.text = $"Score: {score}";
}
}
private void UpdateLivesLabel()
{
if (livesText != null)
{
livesText.text = $"Lives: {currentLives}";
}
}
private static string FormatTime(float seconds)
{
seconds = Mathf.Max(0f, seconds);
int minutes = Mathf.FloorToInt(seconds / 60f);
int secs = Mathf.FloorToInt(seconds % 60f);
return $"Time: {minutes:00}:{secs:00}";
}
}

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