Initial Commit
WIP rogue like from unity tutorial
diff --git a/.gitignore b/.gitignore
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+# =============== #
+# Unity generated #
+# =============== #
+[Tt]emp/
+[Oo]bj/
+[Bb]uild
+[Ll]ibrary/
+sysinfo.txt
+*.stackdump
+
+# ===================================== #
+# Visual Studio / MonoDevelop generated #
+# ===================================== #
+[Ee]xported[Oo]bj/
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+/*.userprefs
+/*.csproj
+/*.pidb
+/*.suo
+/*.sln*
+/*.user
+/*.unityproj
+/*.booproj
+
+# ============ #
+# OS generated #
+# ============ #
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+._*
+.Spotlight-V100
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+Icon?
+ehthumbs.db
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\ No newline at end of file
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diff --git a/Assets/Fonts/OFL.txt b/Assets/Fonts/OFL.txt
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+Copyright (c) 2012, Cody "CodeMan38" Boisclair (cody@zone38.net), with Reserved Font Name "Press Start 2P"
+This Font Software is licensed under the SIL Open Font License, Version 1.1.
+This license is copied below, and is also available with a FAQ at:
+http://scripts.sil.org/OFL
+
+
+-----------------------------------------------------------
+SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
+-----------------------------------------------------------
+
+PREAMBLE
+The goals of the Open Font License (OFL) are to stimulate worldwide
+development of collaborative font projects, to support the font creation
+efforts of academic and linguistic communities, and to provide a free and
+open framework in which fonts may be shared and improved in partnership
+with others.
+
+The OFL allows the licensed fonts to be used, studied, modified and
+redistributed freely as long as they are not sold by themselves. The
+fonts, including any derivative works, can be bundled, embedded,
+redistributed and/or sold with any software provided that any reserved
+names are not used by derivative works. The fonts and derivatives,
+however, cannot be released under any other type of license. The
+requirement for fonts to remain under this license does not apply
+to any document created using the fonts or their derivatives.
+
+DEFINITIONS
+"Font Software" refers to the set of files released by the Copyright
+Holder(s) under this license and clearly marked as such. This may
+include source files, build scripts and documentation.
+
+"Reserved Font Name" refers to any names specified as such after the
+copyright statement(s).
+
+"Original Version" refers to the collection of Font Software components as
+distributed by the Copyright Holder(s).
+
+"Modified Version" refers to any derivative made by adding to, deleting,
+or substituting -- in part or in whole -- any of the components of the
+Original Version, by changing formats or by porting the Font Software to a
+new environment.
+
+"Author" refers to any designer, engineer, programmer, technical
+writer or other person who contributed to the Font Software.
+
+PERMISSION & CONDITIONS
+Permission is hereby granted, free of charge, to any person obtaining
+a copy of the Font Software, to use, study, copy, merge, embed, modify,
+redistribute, and sell modified and unmodified copies of the Font
+Software, subject to the following conditions:
+
+1) Neither the Font Software nor any of its individual components,
+in Original or Modified Versions, may be sold by itself.
+
+2) Original or Modified Versions of the Font Software may be bundled,
+redistributed and/or sold with any software, provided that each copy
+contains the above copyright notice and this license. These can be
+included either as stand-alone text files, human-readable headers or
+in the appropriate machine-readable metadata fields within text or
+binary files as long as those fields can be easily viewed by the user.
+
+3) No Modified Version of the Font Software may use the Reserved Font
+Name(s) unless explicit written permission is granted by the corresponding
+Copyright Holder. This restriction only applies to the primary font name as
+presented to the users.
+
+4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
+Software shall not be used to promote, endorse or advertise any
+Modified Version, except to acknowledge the contribution(s) of the
+Copyright Holder(s) and the Author(s) or with their explicit written
+permission.
+
+5) The Font Software, modified or unmodified, in part or in whole,
+must be distributed entirely under this license, and must not be
+distributed under any other license. The requirement for fonts to
+remain under this license does not apply to any document created
+using the Font Software.
+
+TERMINATION
+This license becomes null and void if any of the above conditions are
+not met.
+
+DISCLAIMER
+THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
+MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
+OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
+COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
+DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
+OTHER DEALINGS IN THE FONT SOFTWARE.
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diff --git a/Assets/Prefabs/Walls/Wall_Inner_6.prefab b/Assets/Prefabs/Walls/Wall_Inner_6.prefab
new file mode 100644
index 0000000..568b071
--- /dev/null
+++ b/Assets/Prefabs/Walls/Wall_Inner_6.prefab
Binary files differ
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new file mode 100644
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diff --git a/Assets/Prefabs/Walls/Wall_Inner_7.prefab b/Assets/Prefabs/Walls/Wall_Inner_7.prefab
new file mode 100644
index 0000000..eb6e669
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diff --git a/Assets/Prefabs/Walls/Wall_Inner_7.prefab.meta b/Assets/Prefabs/Walls/Wall_Inner_7.prefab.meta
new file mode 100644
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diff --git a/Assets/Prefabs/Walls/Wall_Inner_8.prefab b/Assets/Prefabs/Walls/Wall_Inner_8.prefab
new file mode 100644
index 0000000..9691800
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+++ b/Assets/Prefabs/Walls/Wall_Inner_8.prefab
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new file mode 100644
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diff --git a/Assets/Prefabs/Walls/Wall_Outer_1.prefab b/Assets/Prefabs/Walls/Wall_Outer_1.prefab
new file mode 100644
index 0000000..b342d7c
--- /dev/null
+++ b/Assets/Prefabs/Walls/Wall_Outer_1.prefab
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new file mode 100644
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diff --git a/Assets/Prefabs/Walls/Wall_Outer_2.prefab b/Assets/Prefabs/Walls/Wall_Outer_2.prefab
new file mode 100644
index 0000000..8f51224
--- /dev/null
+++ b/Assets/Prefabs/Walls/Wall_Outer_2.prefab
Binary files differ
diff --git a/Assets/Prefabs/Walls/Wall_Outer_2.prefab.meta b/Assets/Prefabs/Walls/Wall_Outer_2.prefab.meta
new file mode 100644
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diff --git a/Assets/Scenes.meta b/Assets/Scenes.meta
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diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta
new file mode 100644
index 0000000..c2519ff
--- /dev/null
+++ b/Assets/Scripts.meta
@@ -0,0 +1,9 @@
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+guid: e1f2bc930294c48dcab046ca93b70da0
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diff --git a/Assets/Scripts/AudioManager.cs b/Assets/Scripts/AudioManager.cs
new file mode 100644
index 0000000..0c77252
--- /dev/null
+++ b/Assets/Scripts/AudioManager.cs
@@ -0,0 +1,37 @@
+using UnityEngine;
+using System.Collections;
+
+public class AudioManager : MonoBehaviour
+{
+ public AudioSource efxSource;
+ public AudioSource musicSource;
+ public static AudioManager instance = null;
+ public float lowPitchRange = .95f;
+ public float highPitchRange = 1.05f;
+
+ void Awake ()
+ {
+ if (instance == null)
+ instance = this;
+ else if (instance != this)
+ Destroy (gameObject);
+
+ DontDestroyOnLoad (gameObject);
+ }
+
+
+ public void PlaySingle(AudioClip clip)
+ {
+ efxSource.clip = clip;
+ efxSource.Play ();
+ }
+
+ public void RandomizeSfx (params AudioClip[] clips)
+ {
+ int randomIndex = Random.Range(0, clips.Length);
+ float randomPitch = Random.Range(lowPitchRange, highPitchRange);
+ efxSource.pitch = randomPitch;
+ efxSource.clip = clips[randomIndex];
+ efxSource.Play();
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/AudioManager.cs.meta b/Assets/Scripts/AudioManager.cs.meta
new file mode 100644
index 0000000..d0136fa
--- /dev/null
+++ b/Assets/Scripts/AudioManager.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs
new file mode 100644
index 0000000..4f61a7a
--- /dev/null
+++ b/Assets/Scripts/GameManager.cs
@@ -0,0 +1,32 @@
+using UnityEngine;
+using System.Collections;
+
+public class GameManager : MonoBehaviour {
+
+ public static GameManager instance = null;
+
+ public LevelManager levelManager;
+ public int level = 3;
+
+ // Use this for initialization
+ void Awake () {
+ if (instance == null)
+ instance = this;
+ else if (instance != this)
+ Destroy (gameObject);
+ DontDestroyOnLoad (gameObject);
+
+ levelManager = GetComponent<LevelManager> ();
+ InitGame ();
+ }
+
+ void InitGame()
+ {
+ levelManager.SetupScene (level);
+ }
+
+ // Update is called once per frame
+ void Update () {
+
+ }
+}
diff --git a/Assets/Scripts/GameManager.cs.meta b/Assets/Scripts/GameManager.cs.meta
new file mode 100644
index 0000000..0ed2ca4
--- /dev/null
+++ b/Assets/Scripts/GameManager.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Assets/Scripts/LevelManager.cs b/Assets/Scripts/LevelManager.cs
new file mode 100644
index 0000000..b168d98
--- /dev/null
+++ b/Assets/Scripts/LevelManager.cs
@@ -0,0 +1,85 @@
+using UnityEngine;
+using System.Collections;
+using System;
+using System.Collections.Generic;
+using Random = UnityEngine.Random;
+
+public class LevelManager : MonoBehaviour {
+
+ [Serializable]
+ public class Count
+ {
+ public int min;
+ public int max;
+ public Count(int min, int max) { this.min = min; this.max = max; }
+ }
+
+ public int columns = 8;
+ public int rows = 8;
+ public Count wallCount = new Count(5,9);
+ public Count foodCount = new Count(1,5);
+ public GameObject exit;
+ public GameObject[] floorTiles;
+ public GameObject[] wallTile;
+ public GameObject[] foodTiles;
+ public GameObject[] enemyTiles;
+ public GameObject[] outerWallTiles;
+
+ private Transform levelRoot;
+ private List<Vector3> gridPositions = new List<Vector3>();
+
+ void InitialiseList()
+ {
+ gridPositions.Clear ();
+ for (int x = 1; x < columns - 1; x++) {
+ for (int y = 1; y < rows - 1; y++) {
+ gridPositions.Add(new Vector3(x,y,0f));
+ }
+ }
+ }
+
+ void SetupLevel()
+ {
+ levelRoot = new GameObject ("LevelRoot").transform;
+
+ for (int x = -1; x < columns + 1; x++) {
+ for (int y = -1; y < rows + 1; y++) {
+ GameObject obj = floorTiles[Random.Range(0, floorTiles.Length)];
+ if(x == -1 || x == columns || y == -1 || y == rows) {
+ obj = outerWallTiles [Random.Range (0, outerWallTiles.Length)];
+ }
+ obj = Instantiate(obj, new Vector3(x,y,0), Quaternion.identity) as GameObject;
+ obj.transform.SetParent(levelRoot);
+ }
+ }
+ }
+
+ Vector3 RandomPosition()
+ {
+ int randomIndex = Random.Range (0, gridPositions.Count);
+ Vector3 randomPosition = gridPositions [randomIndex];
+ gridPositions.RemoveAt (randomIndex);
+ return randomPosition;
+ }
+
+ void LayoutObjectAtRandom(GameObject[] tileArray, int min, int max)
+ {
+ int numObjs = Random.Range (min, max + 1);
+ for (int i = 0; i < numObjs; i++) {
+ Vector3 randomPos = RandomPosition();
+ GameObject tileChoice = tileArray[Random.Range(0, tileArray.Length)];
+ Instantiate(tileChoice, randomPos, Quaternion.identity);
+ }
+ }
+
+ public void SetupScene(int level)
+ {
+ SetupLevel ();
+ InitialiseList ();
+ LayoutObjectAtRandom (outerWallTiles, wallCount.min, wallCount.max);
+ LayoutObjectAtRandom (foodTiles, foodCount.min, foodCount.max);
+ int enemyCount = (int)Mathf.Log (level, 2f);
+ LayoutObjectAtRandom (enemyTiles, enemyCount, enemyCount);
+ Instantiate (exit, new Vector3 (columns - 1, rows - 1, 0f), Quaternion.identity);
+ }
+}
diff --git a/Assets/Scripts/LevelManager.cs.meta b/Assets/Scripts/LevelManager.cs.meta
new file mode 100644
index 0000000..656a205
--- /dev/null
+++ b/Assets/Scripts/LevelManager.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Assets/Scripts/Loader.cs b/Assets/Scripts/Loader.cs
new file mode 100644
index 0000000..0216c8b
--- /dev/null
+++ b/Assets/Scripts/Loader.cs
@@ -0,0 +1,16 @@
+using UnityEngine;
+using System.Collections;
+
+public class Loader : MonoBehaviour {
+
+ public GameObject gameManager;
+ public GameObject audioManager;
+
+ // Use this for initialization
+ void Awake () {
+ if (!GameManager.instance)
+ Instantiate (gameManager);
+ if (!AudioManager.instance)
+ Instantiate (audioManager);
+ }
+}
diff --git a/Assets/Scripts/Loader.cs.meta b/Assets/Scripts/Loader.cs.meta
new file mode 100644
index 0000000..5b670b8
--- /dev/null
+++ b/Assets/Scripts/Loader.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Assets/Scripts/MovingObject.cs b/Assets/Scripts/MovingObject.cs
new file mode 100644
index 0000000..4915f79
--- /dev/null
+++ b/Assets/Scripts/MovingObject.cs
@@ -0,0 +1,61 @@
+using UnityEngine;
+using System.Collections;
+
+public abstract class MovingObject : MonoBehaviour {
+
+ public float moveTime = 0.1f;
+ public LayerMask blockingLayer;
+
+ private BoxCollider2D boxCollider;
+ private Rigidbody2D rigidBody;
+ private float invMoveTime;
+
+ // Use this for initialization
+ protected virtual void Start () {
+ boxCollider = GetComponent<BoxCollider2D>();
+ rigidBody = GetComponent<Rigidbody2D>();
+ invMoveTime = 1f / moveTime;
+ }
+
+ protected bool Move (Vector2 dir, out RaycastHit2D hit)
+ {
+ Vector2 start = transform.position;
+ Vector2 end = start + dir;
+ boxCollider.enabled = false;
+ hit = Physics2D.Linecast (start, end, blockingLayer);
+ boxCollider.enabled = true;
+
+ if (!hit.transform) {
+ StartCoroutine(SmoothMovement(end));
+ return true;
+ }
+
+ // Move not successful.
+ return false;
+ }
+
+ protected IEnumerator SmoothMovement (Vector3 end) {
+ float dist = (transform.position - end).sqrMagnitude;
+ while (dist > float.Epsilon) {
+ Vector3 newPos = Vector3.MoveTowards(rigidBody.position, end, invMoveTime * Time.deltaTime);
+ rigidBody.MovePosition(newPos);
+ dist = (transform.position - end).sqrMagnitude;
+ yield return null;
+ }
+ }
+
+ protected virtual void AttemptMove <T> (Vector2 dir) where T : Component
+ {
+ RaycastHit2D hit;
+ bool canMove = Move (dir, out hit);
+ if (!hit.transform)
+ return;
+
+ T hitComponent = hit.transform.GetComponent<T> ();
+
+ if (!canMove && hitComponent)
+ OnMoveUnavailable (hitComponent);
+ }
+
+ protected abstract void OnMoveUnavailable<T>(T comp) where T : Component;
+}
diff --git a/Assets/Scripts/MovingObject.cs.meta b/Assets/Scripts/MovingObject.cs.meta
new file mode 100644
index 0000000..e6bd244
--- /dev/null
+++ b/Assets/Scripts/MovingObject.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Assets/Scripts/Singleton.cs b/Assets/Scripts/Singleton.cs
new file mode 100644
index 0000000..47781e7
--- /dev/null
+++ b/Assets/Scripts/Singleton.cs
@@ -0,0 +1,75 @@
+using UnityEngine;
+
+/// <summary>
+/// Be aware this will not prevent a non singleton constructor
+/// such as `T myT = new T();`
+/// To prevent that, add `protected T () {}` to your singleton class.
+///
+/// As a note, this is made as MonoBehaviour because we need Coroutines.
+/// </summary>
+public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
+{
+ private static T _instance;
+
+ private static object _lock = new object();
+
+ public static T Instance
+ {
+ get
+ {
+ if (applicationIsQuitting) {
+ Debug.LogWarning("[Singleton] Instance '"+ typeof(T) +
+ "' already destroyed on application quit." +
+ " Won't create again - returning null.");
+ return null;
+ }
+
+ lock(_lock)
+ {
+ if (_instance == null)
+ {
+ _instance = (T) FindObjectOfType(typeof(T));
+
+ if ( FindObjectsOfType(typeof(T)).Length > 1 )
+ {
+ Debug.LogError("[Singleton] Something went really wrong " +
+ " - there should never be more than 1 singleton!" +
+ " Reopenning the scene might fix it.");
+ return _instance;
+ }
+
+ if (_instance == null)
+ {
+ GameObject singleton = new GameObject();
+ _instance = singleton.AddComponent<T>();
+ singleton.name = "(singleton) "+ typeof(T).ToString();
+
+ DontDestroyOnLoad(singleton);
+
+ Debug.Log("[Singleton] An instance of " + typeof(T) +
+ " is needed in the scene, so '" + singleton +
+ "' was created with DontDestroyOnLoad.");
+ } else {
+ Debug.Log("[Singleton] Using instance already created: " +
+ _instance.gameObject.name);
+ }
+ }
+
+ return _instance;
+ }
+ }
+ }
+
+ private static bool applicationIsQuitting = false;
+ /// <summary>
+ /// When Unity quits, it destroys objects in a random order.
+ /// In principle, a Singleton is only destroyed when application quits.
+ /// If any script calls Instance after it have been destroyed,
+ /// it will create a buggy ghost object that will stay on the Editor scene
+ /// even after stopping playing the Application. Really bad!
+ /// So, this was made to be sure we're not creating that buggy ghost object.
+ /// </summary>
+ public void OnDestroy () {
+ applicationIsQuitting = true;
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Singleton.cs.meta b/Assets/Scripts/Singleton.cs.meta
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index 0000000..d722ae1
--- /dev/null
+++ b/Assets/Scripts/Singleton.cs.meta
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diff --git a/Assets/Scripts/Wall.cs b/Assets/Scripts/Wall.cs
new file mode 100644
index 0000000..7218fde
--- /dev/null
+++ b/Assets/Scripts/Wall.cs
@@ -0,0 +1,24 @@
+using UnityEngine;
+using System.Collections;
+
+public class Wall : MonoBehaviour {
+
+ public AudioClip[] chopSounds;
+ public Sprite dmgSprite;
+ public int hp = 3;
+
+ private SpriteRenderer spriteRenderer;
+
+ void Awake () {
+ spriteRenderer = GetComponent<SpriteRenderer> ();
+ }
+
+ public void DamageWall(int dmg)
+ {
+ AudioManager.instance.RandomizeSfx (chopSounds);
+ spriteRenderer.sprite = dmgSprite;
+ hp -= dmg;
+ if (hp <= 0)
+ gameObject.SetActive (false);
+ }
+}
diff --git a/Assets/Scripts/Wall.cs.meta b/Assets/Scripts/Wall.cs.meta
new file mode 100644
index 0000000..9278fbb
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diff --git a/Assets/ZombieController.cs b/Assets/ZombieController.cs
new file mode 100644
index 0000000..c0ed5fc
--- /dev/null
+++ b/Assets/ZombieController.cs
@@ -0,0 +1,19 @@
+using UnityEngine;
+using System.Collections;
+
+public class ZombieController : MonoBehaviour {
+
+ // Use this for initialization
+ void Start () {
+
+ }
+
+ // Update is called once per frame
+ void Update () {
+
+ }
+
+ void OnDrawGizmos() {
+ Gizmos.DrawSphere (transform.position, 10.0f);
+ }
+}
diff --git a/Assets/ZombieController.cs.meta b/Assets/ZombieController.cs.meta
new file mode 100644
index 0000000..bb79332
--- /dev/null
+++ b/Assets/ZombieController.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: d14f2a997479540929bb415f0dd97690
+timeCreated: 1445521517
+licenseType: Free
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/ProjectSettings/AudioManager.asset b/ProjectSettings/AudioManager.asset
new file mode 100644
index 0000000..dbd397f
--- /dev/null
+++ b/ProjectSettings/AudioManager.asset
Binary files differ
diff --git a/ProjectSettings/DynamicsManager.asset b/ProjectSettings/DynamicsManager.asset
new file mode 100644
index 0000000..1cd688d
--- /dev/null
+++ b/ProjectSettings/DynamicsManager.asset
Binary files differ
diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset
new file mode 100644
index 0000000..91a3645
--- /dev/null
+++ b/ProjectSettings/EditorBuildSettings.asset
Binary files differ
diff --git a/ProjectSettings/EditorSettings.asset b/ProjectSettings/EditorSettings.asset
new file mode 100644
index 0000000..b608d1f
--- /dev/null
+++ b/ProjectSettings/EditorSettings.asset
Binary files differ
diff --git a/ProjectSettings/GraphicsSettings.asset b/ProjectSettings/GraphicsSettings.asset
new file mode 100644
index 0000000..fb810f6
--- /dev/null
+++ b/ProjectSettings/GraphicsSettings.asset
Binary files differ
diff --git a/ProjectSettings/InputManager.asset b/ProjectSettings/InputManager.asset
new file mode 100644
index 0000000..a36065e
--- /dev/null
+++ b/ProjectSettings/InputManager.asset
Binary files differ
diff --git a/ProjectSettings/NavMeshAreas.asset b/ProjectSettings/NavMeshAreas.asset
new file mode 100644
index 0000000..f7db682
--- /dev/null
+++ b/ProjectSettings/NavMeshAreas.asset
Binary files differ
diff --git a/ProjectSettings/NavMeshLayers.asset b/ProjectSettings/NavMeshLayers.asset
new file mode 100644
index 0000000..484284f
--- /dev/null
+++ b/ProjectSettings/NavMeshLayers.asset
Binary files differ
diff --git a/ProjectSettings/NavMeshLayers.asset.meta b/ProjectSettings/NavMeshLayers.asset.meta
new file mode 100644
index 0000000..a55e9c6
--- /dev/null
+++ b/ProjectSettings/NavMeshLayers.asset.meta
@@ -0,0 +1,6 @@
+fileFormatVersion: 2
+guid: 00000000000000004100000000000000
+LibraryAssetImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/ProjectSettings/NetworkManager.asset b/ProjectSettings/NetworkManager.asset
new file mode 100644
index 0000000..dedef0d
--- /dev/null
+++ b/ProjectSettings/NetworkManager.asset
Binary files differ
diff --git a/ProjectSettings/Physics2DSettings.asset b/ProjectSettings/Physics2DSettings.asset
new file mode 100644
index 0000000..b2d562d
--- /dev/null
+++ b/ProjectSettings/Physics2DSettings.asset
Binary files differ
diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset
new file mode 100644
index 0000000..1c1879c
--- /dev/null
+++ b/ProjectSettings/ProjectSettings.asset
Binary files differ
diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt
new file mode 100644
index 0000000..c609863
--- /dev/null
+++ b/ProjectSettings/ProjectVersion.txt
@@ -0,0 +1,2 @@
+m_EditorVersion: 5.1.3f1
+m_StandardAssetsVersion: 0
diff --git a/ProjectSettings/QualitySettings.asset b/ProjectSettings/QualitySettings.asset
new file mode 100644
index 0000000..3d5991b
--- /dev/null
+++ b/ProjectSettings/QualitySettings.asset
Binary files differ
diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
new file mode 100644
index 0000000..3f7e90c
--- /dev/null
+++ b/ProjectSettings/TagManager.asset
Binary files differ
diff --git a/ProjectSettings/TimeManager.asset b/ProjectSettings/TimeManager.asset
new file mode 100644
index 0000000..50bfc21
--- /dev/null
+++ b/ProjectSettings/TimeManager.asset
Binary files differ
diff --git a/ProjectSettings/UnityAdsSettings.asset b/ProjectSettings/UnityAdsSettings.asset
new file mode 100644
index 0000000..62d2ede
--- /dev/null
+++ b/ProjectSettings/UnityAdsSettings.asset
Binary files differ
diff --git a/ProjectSettings/UnityAnalyticsManager.asset b/ProjectSettings/UnityAnalyticsManager.asset
new file mode 100644
index 0000000..625b310
--- /dev/null
+++ b/ProjectSettings/UnityAnalyticsManager.asset
Binary files differ