This commit is contained in:
pinthra 2025-04-20 21:10:16 +05:30
commit fa0f9cc425
337 changed files with 31740 additions and 0 deletions

74
.gitignore vendored Normal file
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# 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
#
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/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
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# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
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# Recordings can get excessive in size
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# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
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*.pdb.meta
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*.aab
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using UnityEngine;
[ RequireComponent(typeof(SpriteRenderer))]
public class Ani : MonoBehaviour
{
public SpriteRenderer spriteRenderer { get ; private set;}
public Sprite[] Sprites;
public float animationTime = 0.25f ;
public int animationFrame{get; private set;}
public bool loop =true;
private void Awake()
{
this.spriteRenderer = GetComponent<SpriteRenderer>();
}
private void Start()
{
InvokeRepeating(nameof(Advance), this.animationTime, this.animationTime);
}
private void Advance()
{
if(!this.spriteRenderer.enabled)
{
return;
}
this.animationFrame++;
if (this.animationFrame>= this.Sprites.Length && this.loop)
{
this.animationFrame = 0;
}
if(this.animationFrame >= 0 && this.animationFrame < this.Sprites.Length)
{
this.spriteRenderer.sprite = this.Sprites[this.animationFrame];
}
}
public void Restart()
{
this.animationFrame = -1;
Advance();
}
}

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using UnityEngine;
public class GameManager : MonoBehaviour
{
public Ghost[] ghosts;
public Pacman pacman;
public Transform pellets;
public int ghostMultiplier { get; private set; } = 1;
public int score { get; private set;}
public int lives { get ; private set;}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
NewGame();
}
private void NewGame()
{
SetScore(0);
Setlives(3);
NewRound();
}
private void NewRound()
{
foreach ( Transform pellet in this.pellets)
{
pellet.gameObject.SetActive(true);
}
ResetState();
}
private void ResetState()
{
ResetGhostMultiplier();
for ( int i = 0; i < this.ghosts.Length; i++)
{
this.ghosts[i].ResetState();
}
this.pacman.ResetState();
}
private void GameOver()
{
for ( int i = 0; i < this.ghosts.Length; i++)
{
this.ghosts[i].gameObject.SetActive(false);
}
this.pacman.gameObject.SetActive(false);
}
private void SetScore(int score)
{
this.score = score;
}
private void Setlives(int lives){
this.lives =lives;
}
// Update is called once per frame
void Update()
{
if(this.lives <= 0 && Input.anyKeyDown)
{
NewGame();
}
}
public void GhostEaten(Ghost ghost)
{
int points = ghost.points * this.ghostMultiplier;
SetScore(this.score + points);
this.ghostMultiplier++;
}
public void PacmanEaten()
{
this.pacman.gameObject.SetActive(false);
Setlives(this.lives - 1);
if(this.lives > 0)
{
Invoke(nameof(ResetState), 3.0f);
}else
{
GameOver();
}
}
public void PelletEaten(Pellet pellet)
{
pellet.gameObject.SetActive(false);
SetScore(this.score + pellet.points);
if(!HasRemainigPellets())
{
this.pacman.gameObject.SetActive(false);
Invoke(nameof(NewRound), 3.0f);
}
}
public void Power_PelletEaten(Power_Pellet pellet)
{
for( int i= 0; i < this.ghosts.Length; i++)
{
this.ghosts[i].Frightened.Enable(pellet.duration);
}
PelletEaten(pellet);
CancelInvoke();
Invoke (nameof(ResetGhostMultiplier), pellet.duration);
}
public bool HasRemainigPellets()
{
foreach (Transform pellet in this.pellets)
{
if(pellet.gameObject.activeSelf)
{
return true;
}
}
return false;
}
private void ResetGhostMultiplier()
{
this.ghostMultiplier = 1;
}
}

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using UnityEngine;
public class Ghost : MonoBehaviour
{
///public new Rigidbody2D rigidbody { get; private set;}
public Movement movement { get; private set;}
public Ghost_Home home { get; private set;}
public Ghost_Scatter scatter { get; private set;}
public Ghost_Chase chase { get; private set;}
public Ghost_Frightened Frightened { get; private set;}
public Ghost_behaviour initialBehavior;
public Transform target;
public int points = 200;
private void Awake()
{
this.movement = GetComponent<Movement>();
this.home = GetComponent<Ghost_Home>();
this.scatter = GetComponent<Ghost_Scatter>();
this.chase = GetComponent<Ghost_Chase>();
this.Frightened = GetComponent<Ghost_Frightened>();
}
public void Start()
{
ResetState();
}
public void ResetState()
{
this.gameObject.SetActive(true);
this.movement.ResetState();
this.Frightened.Disable();
this.chase.Disable();
this.scatter.Enable();
if(this.home != this.initialBehavior)
{
this.home.Disable();
}
if(this.initialBehavior != null)
{
this.initialBehavior.Enable();
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if(collision.gameObject.layer == LayerMask.NameToLayer("Pacman"))
{
if(this.Frightened.enabled)
{
FindAnyObjectByType<GameManager>().GhostEaten(this);
}
else
{
FindAnyObjectByType<GameManager>().PacmanEaten();
}
}
}
}

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using UnityEngine;
public class Ghost_Chase : Ghost_behaviour
{
private void OnDisable()
{
this.ghost.scatter.Enable();
}
private void OnTriggerEnter2D(Collider2D other)
{
Nodes node = other .GetComponent<Nodes>();
if(node != null && this.enabled)
{
Vector2 direction = Vector2.zero;
float minDistance = float.MaxValue;
foreach (Vector2 availableDirection in node.availableDirections)
{
Vector3 newPosition = this.transform.position + new Vector3(availableDirection.x , availableDirection.y , 0.0f);
float distance = (this.ghost.target.position - newPosition).sqrMagnitude;
if( distance < minDistance)
{
direction = availableDirection;
minDistance = distance;
}
}
this.ghost.movement.SetDirection(direction);
}
}
}

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using UnityEngine;
public class Ghost_Eye : MonoBehaviour
{
public SpriteRenderer spriteRenderer{ get;private set;}
public Movement movement {get; private set;}
public Sprite up;
public Sprite down;
public Sprite left;
public Sprite right;
private void Awake()
{
this.spriteRenderer = GetComponent<SpriteRenderer>();
this.movement = GetComponentInParent<Movement>();
}
private void Update()
{
if(this.movement.direction == Vector2.up)
{
this.spriteRenderer.sprite = this.up;
}else if(this.movement.direction == Vector2.down)
{
this.spriteRenderer.sprite = this.down;
}else if(this.movement.direction == Vector2.left)
{
this.spriteRenderer.sprite = this.left;
}else if(this.movement.direction == Vector2.right)
{
this.spriteRenderer.sprite = this.right;
}
}
}

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using UnityEngine;
public class Ghost_Frightened : Ghost_behaviour
{
public SpriteRenderer body;
public SpriteRenderer eye;
public SpriteRenderer blue;
public SpriteRenderer white;
public bool eaten { get; private set;}
public override void Enable(float duration)
{
base.Enable(duration);
this.body.enabled = false;
this.eye.enabled = false;
this.blue.enabled = true;
this.white.enabled = false;
Invoke(nameof(Flash), duration / 2.0f);
}
public override void Disable()
{
base.Disable();
this.body.enabled = true;
this.eye.enabled = true;
this.blue.enabled = false;
this.white.enabled = false;
}
private void Flash()
{
if(this.eaten)
{
this.blue.enabled = false;
this.white.enabled = true;
this.white.GetComponent<Ani>().Restart();
}
}
private void Eaten()
{
this.eaten = true;
Vector3 position = this.ghost.home.inside.position;
position.z = this.ghost.transform.position.z;
this.ghost.transform.position = position;
this.ghost.home.Enable(this.duration);
this.body.enabled = false;
this.eye.enabled = true;
this.blue.enabled = false;
this.white.enabled = false;
}
private void OnEnable()
{
this.ghost.movement.speedMultiplier = 0.5f;
this.eaten = false;
}
public void OnDisable()
{
this.ghost.movement.speedMultiplier = 1.0f;
this.eaten = false;
}
private void OnCollisionEnter2D(Collision2D collision)
{
if(collision.gameObject.layer == LayerMask.NameToLayer("Pacman"))
{
if(this.enabled)
{
Eaten();
}
}
}
private void OnTriggerEnter2D(Collider2D other)
{
Nodes node = other .GetComponent<Nodes>();
if(node != null && this.enabled)
{
Vector2 direction = Vector2.zero;
float maxDistance = float.MinValue;
foreach (Vector2 availableDirection in node.availableDirections)
{
Vector3 newPosition = this.transform.position + new Vector3(availableDirection.x , availableDirection.y , 0.0f);
float distance = (this.ghost.target.position - newPosition).sqrMagnitude;
if( distance > maxDistance)
{
direction = availableDirection;
maxDistance = distance;
}
}
this.ghost.movement.SetDirection(direction);
}
}
}

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using System.Collections;
using UnityEngine;
public class Ghost_Home : Ghost_behaviour
{
public Transform inside;
public Transform outside;
private void OnEnable()
{
StopAllCoroutines();
}
private void OnDisable()
{
if(this.gameObject.activeSelf)
{
StartCoroutine(ExitTransition());
}
}
private void OnCollisionEnter2D(Collision2D other)
{
if(this.enabled && other.gameObject.layer == LayerMask.NameToLayer("Obstacke"))
{
this.ghost.movement.SetDirection(-this.ghost.movement.direction);
}
}
private IEnumerator ExitTransition()
{
this.ghost.movement.SetDirection(Vector2.up, true);
this.ghost.movement.rigidbody.isKinematic =true;
this.ghost.movement.enabled = false;
Vector3 position = this.transform.position;
float duration = 0.5f;
float elapsed = 0.0f;
while( elapsed < duration)
{
Vector3 newPosition = Vector3.Lerp(position, this.inside.position, elapsed / duration);
newPosition.z =position.z;
transform.position = newPosition;
elapsed += Time.deltaTime;
yield return null;
}
elapsed = 0.0f;
while( elapsed < duration)
{
Vector3 newPosition = Vector3.Lerp(this.inside.position,this.outside.position, elapsed / duration);
newPosition.z =position.z;
transform.position = newPosition;
elapsed += Time.deltaTime;
yield return null;
}
this.ghost.movement.SetDirection(new Vector2(Random.value < 0.5f ? -1.0f : 1.0f, 0), true);
this.ghost.movement.rigidbody.isKinematic =false;
this.ghost.movement.enabled = true;
}
}

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using UnityEngine;
public class Ghost_Scatter : Ghost_behaviour
{
private void OnDisable()
{
this.ghost.chase.Enable();
}
private void OnTriggerEnter2D(Collider2D other)
{
Nodes node = other .GetComponent<Nodes>();
if(node != null && this.enabled && !this.ghost.Frightened.enabled)
{
int index = Random.Range(0, node.availableDirections.Count);
if(node.availableDirections[index] == -this.ghost.movement.direction && node.availableDirections.Count > 1)
{
index++;
if(index >= node.availableDirections.Count)
{
index = 0;
}
}
this.ghost.movement.SetDirection(node.availableDirections[index]);
}
}
}

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using UnityEngine;
[RequireComponent(typeof(Ghost))]
public abstract class Ghost_behaviour : MonoBehaviour
{
public Ghost ghost { get; private set;}
public float duration;
private void Awake()
{
this.ghost = GetComponent<Ghost>();
this.enabled = false;
}
public void Enable()
{
Enable(this.duration);
}
public virtual void Enable (float duration)
{
this.enabled = true;
CancelInvoke();
Invoke(nameof(Disable), duration);
}
public virtual void Disable()
{
this.enabled = false;
CancelInvoke();
}
}

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using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
public class Movement : MonoBehaviour
{
public float speed = 8.0f;
public float speedMultiplier = 1.0f;
public Vector2 initialDirection;
public LayerMask obstacleLayer;
public new Rigidbody2D rigidbody { get; private set;}
public Vector2 direction {get; private set;}
public Vector2 nextDirection {get;private set;}
public Vector3 startingPosition{ get; private set;}
private void Awake()
{
this.rigidbody = GetComponent<Rigidbody2D>();
this.startingPosition = this.transform.position;
}
private void Start()
{
ResetState();
}
public void ResetState()
{
this.speedMultiplier = 1.0f;
this.direction =this.initialDirection;
this.nextDirection = Vector2.zero;
this.transform.position = this.startingPosition;
this.rigidbody.isKinematic = false;
this.enabled = true;
}
private void Update()
{
if(this.nextDirection != Vector2.zero)
{
SetDirection(this.nextDirection);
}
}
private void FixedUpdate()
{
Vector2 position = this.rigidbody.position;
Vector2 translation = this.direction * this.speed * this.speedMultiplier;
this.rigidbody.MovePosition(position + translation);
}
public void SetDirection(Vector2 direction, bool forced = false)
{
if(forced || !Occupied(direction))
{
this.direction = direction;
this.nextDirection = Vector2.zero;
}else
{
this.nextDirection = direction;
}
}
public bool Occupied(Vector2 direction)
{
RaycastHit2D hit = Physics2D.BoxCast(this.transform.position, Vector2.one * 0.75f, 0.0f, direction, 1.5f, this.obstacleLayer);
return hit.collider != null;
}
}

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using System.Collections.Generic;
using UnityEngine;
public class Nodes : MonoBehaviour
{
public LayerMask obstacleLayer;
public List<Vector2> availableDirections { get; private set;}
private void Start()
{
this.availableDirections = new List<Vector2>();
checkAvailableDirection(Vector2.up);
checkAvailableDirection(Vector2.down);
checkAvailableDirection(Vector2.left);
checkAvailableDirection(Vector2.right);
}
private void checkAvailableDirection(Vector2 direction)
{
RaycastHit2D hit = Physics2D.BoxCast(this.transform.position, Vector2.one * 0.5f, 0.0f, direction, 1.0f, this.obstacleLayer);
if(hit.collider == null)
{
this.availableDirections.Add(direction);
}
}
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using Unity.Mathematics;
using UnityEngine;
public class Pacman : MonoBehaviour
{
public Movement movement { get; private set;}
private void Awake()
{
this.movement = GetComponent<Movement>();
}
private void Update()
{
if(Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
{
this.movement.SetDirection(Vector2.up);
}
else if(Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
this.movement.SetDirection(Vector2.down);
}
else if(Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
this.movement.SetDirection(Vector2.left);
}
else if(Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
this.movement.SetDirection(Vector2.right);
}
float angle = Mathf.Atan2(this.movement.direction.y ,this.movement.direction.x);
this.transform.rotation = Quaternion.AngleAxis(angle * Mathf.Rad2Deg, Vector3.forward);
}
public void ResetState()
{
this.movement.ResetState();
this.gameObject.SetActive(true);
}
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using UnityEngine;
public class Passage : MonoBehaviour
{
public Transform connection;
private void OnTriggerEnter2D(Collider2D other) {
Vector3 position = other.transform.position;
position.x = this.connection.position.x;
position.y = this.connection.position.y;
other.transform.position = position;
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using UnityEngine;
public class Pellet : MonoBehaviour
{
public int points = 10;
protected virtual void Eat()
{
FindObjectOfType<GameManager>().PelletEaten(this);
}
private void OnTriggerEnter2D(Collider2D other)
{
if(other.gameObject.layer == LayerMask.NameToLayer("Pacman"))
{
Eat();
}
}
}

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using UnityEngine;
public class Power_Pellet : Pellet
{
public float duration = 8.0f;
protected override void Eat()
{
FindObjectOfType<GameManager>().Power_PelletEaten(this);
}
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