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Assets/Resources/Games/shootEmUp.prefab
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Assets/Resources/Games/shootEmUp.prefab
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|
heightScale: 0.25
|
||||||
|
normalMapFilter: 0
|
||||||
|
isReadable: 0
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|
streamingMipmaps: 0
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streamingMipmapsPriority: 0
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|
vTOnly: 0
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||||||
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ignoreMasterTextureLimit: 0
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grayScaleToAlpha: 0
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||||||
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generateCubemap: 6
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|
cubemapConvolution: 0
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|
seamlessCubemap: 0
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|
textureFormat: 1
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maxTextureSize: 2048
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textureSettings:
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serializedVersion: 2
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filterMode: 1
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aniso: 1
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mipBias: 0
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wrapU: 1
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wrapV: 1
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wrapW: 1
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nPOTScale: 0
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lightmap: 0
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compressionQuality: 50
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spriteMode: 1
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 1
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spriteTessellationDetail: -1
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textureType: 8
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textureShape: 1
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singleChannelComponent: 0
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flipbookRows: 1
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flipbookColumns: 1
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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ignorePngGamma: 0
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||||||
|
applyGammaDecoding: 0
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||||||
|
cookieLightType: 0
|
||||||
|
platformSettings:
|
||||||
|
- serializedVersion: 3
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||||||
|
buildTarget: DefaultTexturePlatform
|
||||||
|
maxTextureSize: 2048
|
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|
resizeAlgorithm: 0
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|
textureFormat: -1
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textureCompression: 1
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|
compressionQuality: 50
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|
crunchedCompression: 0
|
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|
allowsAlphaSplitting: 0
|
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|
overridden: 0
|
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|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
- serializedVersion: 3
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|
buildTarget: Standalone
|
||||||
|
maxTextureSize: 2048
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|
resizeAlgorithm: 0
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|
textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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|
crunchedCompression: 0
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allowsAlphaSplitting: 0
|
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|
overridden: 0
|
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|
androidETC2FallbackOverride: 0
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|
forceMaximumCompressionQuality_BC6H_BC7: 0
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|
- serializedVersion: 3
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|
buildTarget: Server
|
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|
maxTextureSize: 2048
|
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|
resizeAlgorithm: 0
|
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textureFormat: -1
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textureCompression: 1
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|
compressionQuality: 50
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|
crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
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|
spriteSheet:
|
||||||
|
serializedVersion: 2
|
||||||
|
sprites: []
|
||||||
|
outline: []
|
||||||
|
physicsShape: []
|
||||||
|
bones: []
|
||||||
|
spriteID: 5e97eb03825dee720800000000000000
|
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|
internalID: 0
|
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vertices: []
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indices:
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edges: []
|
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|
weights: []
|
||||||
|
secondaryTextures: []
|
||||||
|
nameFileIdTable: {}
|
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|
spritePackingTag:
|
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|
pSDRemoveMatte: 0
|
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|
pSDShowRemoveMatteOption: 0
|
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|
userData:
|
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|
assetBundleName:
|
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|
assetBundleVariant:
|
8
Assets/Scripts/Games/ShootEmUp.meta
Normal file
8
Assets/Scripts/Games/ShootEmUp.meta
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b8f76d374e0e78a4b9a4ca8cf3d23747
|
||||||
|
folderAsset: yes
|
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|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
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|
assetBundleName:
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||||||
|
assetBundleVariant:
|
58
Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs
Normal file
58
Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs
Normal file
|
@ -0,0 +1,58 @@
|
||||||
|
using System;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
using HeavenStudio.Util;
|
||||||
|
using HeavenStudio.InputSystem;
|
||||||
|
|
||||||
|
using Jukebox;
|
||||||
|
|
||||||
|
namespace HeavenStudio.Games.Loaders
|
||||||
|
{
|
||||||
|
using static Minigames;
|
||||||
|
/// Minigame loaders handle the setup of your minigame.
|
||||||
|
/// Here, you designate the game prefab, define entities, and mark what AssetBundle to load
|
||||||
|
|
||||||
|
/// Names of minigame loaders follow a specific naming convention of `PlatformcodeNameLoader`, where:
|
||||||
|
/// `Platformcode` is a three-leter platform code with the minigame's origin
|
||||||
|
/// `Name` is a short internal name
|
||||||
|
/// `Loader` is the string "Loader"
|
||||||
|
|
||||||
|
/// Platform codes are as follows:
|
||||||
|
/// Agb: Gameboy Advance ("Advance Gameboy")
|
||||||
|
/// Ntr: Nintendo DS ("Nitro")
|
||||||
|
/// Rvl: Nintendo Wii ("Revolution")
|
||||||
|
/// Ctr: Nintendo 3DS ("Centrair")
|
||||||
|
/// Mob: Mobile
|
||||||
|
/// Pco: PC / Other
|
||||||
|
|
||||||
|
/// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information
|
||||||
|
/// For help, feel free to reach out to us on our discord, in the #development channel.
|
||||||
|
public static class NtrShootEmUpLoader
|
||||||
|
{
|
||||||
|
public static Minigame AddGame(EventCaller eventCaller)
|
||||||
|
{
|
||||||
|
return new Minigame("shootEmUp", "Shoot-'Em-Up", "ffffff", false, false, new List<GameAction>()
|
||||||
|
{
|
||||||
|
},
|
||||||
|
new List<string>() { "ntr", "normal" }, "ntrShootEmUp", "en", new List<string>() { }
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
namespace HeavenStudio.Games
|
||||||
|
{
|
||||||
|
public class ShootEmUp : Minigame
|
||||||
|
{
|
||||||
|
public static ShootEmUp instance;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
instance = this;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs.meta
Normal file
11
Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 448f6ef18a4d18a4eb40ac896dd16d61
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
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|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -503,6 +503,16 @@ namespace HeavenStudio
|
||||||
Debug.LogWarning("Game loader RvlSeeSawLoader failed!");
|
Debug.LogWarning("Game loader RvlSeeSawLoader failed!");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
game = NtrShootEmUpLoader.AddGame(eventCaller);
|
||||||
|
if (game != null)
|
||||||
|
{
|
||||||
|
eventCaller.minigames.Add(game.name, game);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogWarning("Game loader NtrShootEmUpLoader failed!");
|
||||||
|
}
|
||||||
|
|
||||||
game = AgbSickBeats.AddGame(eventCaller);
|
game = AgbSickBeats.AddGame(eventCaller);
|
||||||
if (game != null)
|
if (game != null)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue