Import 2D Level

This commit is contained in:
2026-04-30 00:53:30 +02:00
parent c67979c7cf
commit 5797038baf
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#if UNITY_EDITOR
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Build;
using UnityEditor;
//Checks if we are in a certain template, as some scripts are template-specific.
[InitializeOnLoad]
public class TemplateEditorDetection : Editor {
static TemplateEditorDetection() {
//Get the current definition symbols
string currentDefineSymbols = PlayerSettings.GetScriptingDefineSymbols(NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup));
List<string> allDefineSymbols = currentDefineSymbols.Split(';').ToList();
//Template core namespace classes used for detection
var platformer = System.Type.GetType("Platformer.Core.Simulation", false);
var kart = System.Type.GetType("KartGame.KartSystems.KartMovement", false);
var ballgame = System.Type.GetType("TeamBallGame.Simulation", false);
//Template definition symbols for use with #if
var platformerDefine = "UNITY_TEMPLATE_PLATFORMER";
var kartDefine = "UNITY_TEMPLATE_KART";
var ballgameDefine = "UNITY_TEMPLATE_BALLGAME";
//add the define symbols if we are in a specific template, if they don't exist already
if (platformer != null && !allDefineSymbols.Contains(platformerDefine)) { allDefineSymbols.Add(platformerDefine); }
if (kart != null && !allDefineSymbols.Contains(kartDefine)) { allDefineSymbols.Add(kartDefine); }
if (ballgame != null && !allDefineSymbols.Contains(ballgameDefine)) { allDefineSymbols.Add(ballgameDefine); }
//apply the definition symbols
PlayerSettings.SetScriptingDefineSymbols(NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup),
string.Join(";", allDefineSymbols.ToArray()));
}
}
#endif
@@ -0,0 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Reflection;
[RequireComponent(typeof(ParticleSystem))]
public class EmitParticlesOnLand : MonoBehaviour
{
public bool emitOnLand = true;
public bool emitOnEnemyDeath = true;
#if UNITY_TEMPLATE_PLATFORMER
ParticleSystem p;
void Start()
{
p = GetComponent<ParticleSystem>();
if (emitOnLand) {
Platformer.Gameplay.PlayerLanded.OnExecute += PlayerLanded_OnExecute;
void PlayerLanded_OnExecute(Platformer.Gameplay.PlayerLanded obj) {
p.Play();
}
}
if (emitOnEnemyDeath) {
Platformer.Gameplay.EnemyDeath.OnExecute += EnemyDeath_OnExecute;
void EnemyDeath_OnExecute(Platformer.Gameplay.EnemyDeath obj) {
p.Play();
}
}
}
#endif
}
@@ -0,0 +1,58 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Jiggler : MonoBehaviour
{
[Range(0, 1)]
public float power = .1f;
[Header("Position Jiggler")]
public bool jigPosition = true;
public Vector3 positionJigAmount;
[Range(0, 120)]
public float positionFrequency = 10;
float positionTime;
[Header("Rotation Jiggler")]
public bool jigRotation = true;
public Vector3 rotationJigAmount;
[Range(0, 120)]
public float rotationFrequency = 10;
float rotationTime;
[Header("Scale Jiggler")]
public bool jigScale = true;
public Vector3 scaleJigAmount = new Vector3(.1f, -.1f, .1f);
[Range(0, 120)]
public float scaleFrequency = 10;
float scaleTime;
Vector3 basePosition;
Quaternion baseRotation;
Vector3 baseScale;
void Start(){
basePosition = transform.localPosition;
baseRotation = transform.localRotation;
baseScale = transform.localScale;
}
// Update is called once per frame
void Update()
{
var dt = Time.deltaTime;
positionTime += dt * positionFrequency;
rotationTime += dt * rotationFrequency;
scaleTime += dt * scaleFrequency;
if (jigPosition)
transform.localPosition = basePosition + positionJigAmount * Mathf.Sin(positionTime) * power;
if (jigRotation)
transform.localRotation = baseRotation * Quaternion.Euler(rotationJigAmount * Mathf.Sin(positionTime) * power);
if (jigScale)
transform.localScale = baseScale + scaleJigAmount * Mathf.Sin(scaleTime) * power;
}
}
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using UnityEngine;
using Platformer.Mechanics;
public class PlatformerJumpPad : MonoBehaviour
{
public float verticalVelocity;
void OnTriggerEnter2D(Collider2D other)
{
var rb = other.attachedRigidbody;
if (rb == null) return;
var player = rb.GetComponent<PlayerController>();
if (player == null) return;
AddVelocity(player);
}
void AddVelocity(PlayerController player)
{
player.velocity.y = verticalVelocity;
}
}
@@ -0,0 +1,27 @@
using System.Collections;
using UnityEngine;
using Platformer.Mechanics;
public class PlatformerSpeedPad : MonoBehaviour
{
public float maxSpeed;
[Range (0, 5)]
public float duration = 1f;
void OnTriggerEnter2D(Collider2D other){
var rb = other.attachedRigidbody;
if (rb == null) return;
var player = rb.GetComponent<PlayerController>();
if (player == null) return;
player.StartCoroutine(PlayerModifier(player, duration));
}
IEnumerator PlayerModifier(PlayerController player, float lifetime){
var initialSpeed = player.maxSpeed;
player.maxSpeed = maxSpeed;
yield return new WaitForSeconds(lifetime);
player.maxSpeed = initialSpeed;
}
}
@@ -0,0 +1,22 @@
using UnityEngine;
using UnityEngine.Events;
public class SimpleTrigger : MonoBehaviour
{
public Rigidbody2D triggerBody;
public UnityEvent onTriggerEnter;
void OnTriggerEnter2D(Collider2D other){
//do not trigger if there's no trigger target object
if (triggerBody == null) return;
//only trigger if the triggerBody matches
var hitRb = other.attachedRigidbody;
if (hitRb == triggerBody){
onTriggerEnter.Invoke();
}
}
}
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// August 2019
// Modified to have Hue changing ability using HSV values
// Compatible with standard Unity sprite renderer tint color
// Sam at Thousand Ant Studios
Shader "Sprites/Default-Hue"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[HideInInspector]
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex SpriteVert
#pragma fragment SpriteFragHue
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnitySprites.cginc"
//adapted from: http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
float3 rgb2hsv(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 hsv2rgb(float3 c)
{
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
}
fixed4 SpriteFragHue(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord);
float3 c_hsv = rgb2hsv(c.rgb);
float3 hueShift = rgb2hsv(IN.color.rgb);
c_hsv.x = frac(c_hsv.x + hueShift.x);
float3 shifted = hsv2rgb(c_hsv);
c.rgb = lerp(c.rgb, shifted.rgb, hueShift.y);
c.rgb *= hueShift.z;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
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