This commit is contained in:
Nim XD 2024-08-27 21:01:33 +05:30
parent 99eaf514fd
commit 121a1b7c73
31803 changed files with 623461 additions and 623399 deletions

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@ -69,4 +69,4 @@ crashlytics-build.properties
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
/[Aa]ssets/[Ss]treamingAssets/aa/*

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@ -56,5 +56,5 @@
"temp/": true,
"Temp/": true
},
"dotnet.defaultSolution": "Archive.sln"
"dotnet.defaultSolution": "2DMMOMirror.sln"
}

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@ -0,0 +1,6 @@
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

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@ -1,6 +1,6 @@
Thank you for purchasing my asset! If you like it and find it useful please rate and leave a review, this helps me keep working on these assets. Much appreciated!
Have questions? Start with the FAQ, you can find here: http://danielthomasart.com/2d-hand-painted-assets-faq.html
If you still have questions, feel free to get in touch by email: danielthomasart@gmail.com
Thank you for purchasing my asset! If you like it and find it useful please rate and leave a review, this helps me keep working on these assets. Much appreciated!
Have questions? Start with the FAQ, you can find here: http://danielthomasart.com/2d-hand-painted-assets-faq.html
If you still have questions, feel free to get in touch by email: danielthomasart@gmail.com
If interested, you can find more of my work at http://danielthomasart.com/

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@ -1,7 +1,7 @@
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@ -1,7 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine;
using Spine;
using Spine.Unity;
using UnityEngine.UI;
@ -14,180 +14,180 @@ public class MonsterSpawner : MonoBehaviour
public List<Transform> TheFourPositions = new List<Transform>();
public List<GameObject> AllMonsters = new List<GameObject>(); //a list of all monsters in the asset
public List<GameObject> AllMonsters = new List<GameObject>(); //a list of all monsters in the asset
int CurrentMonster = 0;
private void Start()
{
CurrentMonster = 0;
for (int i = 0; i < 4; i++)
{
TheMonster.Add(null);
monsterAnimator.Add(null);
}
SummonNewMonster();
private void Start()
{
CurrentMonster = 0;
for (int i = 0; i < 4; i++)
{
TheMonster.Add(null);
monsterAnimator.Add(null);
}
SummonNewMonster();
}
public void SummonNextPrevMonster(int PrevOrNext) //Summon either next or previous monster
{
public void SummonNextPrevMonster(int PrevOrNext) //Summon either next or previous monster
{
CurrentMonster += PrevOrNext;
if (CurrentMonster >= AllMonsters.Count)
CurrentMonster = 0;
else if (CurrentMonster < 0)
CurrentMonster = AllMonsters.Count - 1;
//CurrentMonster += 3;
//List<int> PlusOne = new List<int>() { 3, 56, 60 };
//List<int> PlusTwo = new List<int>() { 10, 30, 97 };
//List<int> PlusThree = new List<int>() { 44 };
//Debug.Log(CurrentMonster);
//if (PlusOne.Contains(CurrentMonster))
//{
// CurrentMonster++;
//}
//else if (PlusTwo.Contains(CurrentMonster))
//{
// CurrentMonster += 2;
//}
//else if (PlusThree.Contains(CurrentMonster))
//{
// CurrentMonster += 3;
//}
SummonNewMonster();
CurrentMonster = AllMonsters.Count - 1;
//CurrentMonster += 3;
//List<int> PlusOne = new List<int>() { 3, 56, 60 };
//List<int> PlusTwo = new List<int>() { 10, 30, 97 };
//List<int> PlusThree = new List<int>() { 44 };
//Debug.Log(CurrentMonster);
//if (PlusOne.Contains(CurrentMonster))
//{
// CurrentMonster++;
//}
//else if (PlusTwo.Contains(CurrentMonster))
//{
// CurrentMonster += 2;
//}
//else if (PlusThree.Contains(CurrentMonster))
//{
// CurrentMonster += 3;
//}
SummonNewMonster();
}
public void SummonNewMonster()
{
if (TheMonster.Count > 0)
{
for (int i = 0; i < 4; i++)
{
if (TheMonster[i] != null)
Destroy(TheMonster[i]);
}
}
//Create the selected monster
for (int i = 0; i < 4; i++)
{
TheMonster[i] = Instantiate(AllMonsters[CurrentMonster], TheFourPositions[i]);
}
//Special dimensions for certain monsters
string MonsterName = TheMonster[0].name;
float additioanlYPos = 0;
float scalingFactor = 1;
if (MonsterName.Contains("Salamander"))
{
scalingFactor = 1.35f;
}
else if (MonsterName.Contains("Floating"))
{
scalingFactor = 0.67f;
additioanlYPos = 12;
}
else if (MonsterName.Contains("Rabbit"))
{
scalingFactor = 0.75f;
}
else if (MonsterName.Contains("Mushroom"))
{
scalingFactor = 0.67f;
}
else if (MonsterName.Contains("Book"))
{
scalingFactor = 0.67f;
additioanlYPos = 60;
}
else if (MonsterName.Contains("Corrupted"))
{
scalingFactor = 1.3f;
additioanlYPos = 40;
}
else if (MonsterName.Contains("Ox"))
{
scalingFactor = 1.25f;
}
else if (MonsterName.Contains("Raptor"))
{
scalingFactor = 1.25f;
}
else if (MonsterName.Contains("Orc"))
{
scalingFactor = 1.1f;
}
else if (MonsterName.Contains("Snail"))
{
scalingFactor = 0.9f;
}
else if (MonsterName.Contains("Shell"))
{
scalingFactor = 1.2f;
}
else if (MonsterName.Contains("Lizard"))
{
scalingFactor = 1.55f;
}
else if (MonsterName.Contains("Hamy"))
{
scalingFactor = 1.3f;
}
//Change position and scale of the monster
for (int i = 0; i < 4; i++)
{
TheMonster[i].transform.localPosition = new Vector2(0, additioanlYPos);
TheMonster[i].transform.localScale = new Vector2(48, 48) * scalingFactor;
monsterAnimator[i] = TheMonster[i].GetComponent<SkeletonAnimation>();
}
//string manipulation to get the name and id of the monster
int idIndexStart = MonsterName.IndexOf('_', 1);
int nameIndexStart = MonsterName.IndexOf('_', 9);
int nameIndexEnd = MonsterName.IndexOf('(', 9);
monsterNameText.text = "Monster "+ MonsterName.Substring (idIndexStart+1,nameIndexStart-idIndexStart-1)+ " : " +MonsterName.Substring(nameIndexStart + 1, nameIndexEnd - nameIndexStart -1);
public void SummonNewMonster()
{
if (TheMonster.Count > 0)
{
for (int i = 0; i < 4; i++)
{
if (TheMonster[i] != null)
Destroy(TheMonster[i]);
}
}
//Create the selected monster
for (int i = 0; i < 4; i++)
{
TheMonster[i] = Instantiate(AllMonsters[CurrentMonster], TheFourPositions[i]);
}
//Special dimensions for certain monsters
string MonsterName = TheMonster[0].name;
float additioanlYPos = 0;
float scalingFactor = 1;
if (MonsterName.Contains("Salamander"))
{
scalingFactor = 1.35f;
}
else if (MonsterName.Contains("Floating"))
{
scalingFactor = 0.67f;
additioanlYPos = 12;
}
else if (MonsterName.Contains("Rabbit"))
{
scalingFactor = 0.75f;
}
else if (MonsterName.Contains("Mushroom"))
{
scalingFactor = 0.67f;
}
else if (MonsterName.Contains("Book"))
{
scalingFactor = 0.67f;
additioanlYPos = 60;
}
else if (MonsterName.Contains("Corrupted"))
{
scalingFactor = 1.3f;
additioanlYPos = 40;
}
else if (MonsterName.Contains("Ox"))
{
scalingFactor = 1.25f;
}
else if (MonsterName.Contains("Raptor"))
{
scalingFactor = 1.25f;
}
else if (MonsterName.Contains("Orc"))
{
scalingFactor = 1.1f;
}
else if (MonsterName.Contains("Snail"))
{
scalingFactor = 0.9f;
}
else if (MonsterName.Contains("Shell"))
{
scalingFactor = 1.2f;
}
else if (MonsterName.Contains("Lizard"))
{
scalingFactor = 1.55f;
}
else if (MonsterName.Contains("Hamy"))
{
scalingFactor = 1.3f;
}
//Change position and scale of the monster
for (int i = 0; i < 4; i++)
{
TheMonster[i].transform.localPosition = new Vector2(0, additioanlYPos);
TheMonster[i].transform.localScale = new Vector2(48, 48) * scalingFactor;
monsterAnimator[i] = TheMonster[i].GetComponent<SkeletonAnimation>();
}
//string manipulation to get the name and id of the monster
int idIndexStart = MonsterName.IndexOf('_', 1);
int nameIndexStart = MonsterName.IndexOf('_', 9);
int nameIndexEnd = MonsterName.IndexOf('(', 9);
monsterNameText.text = "Monster "+ MonsterName.Substring (idIndexStart+1,nameIndexStart-idIndexStart-1)+ " : " +MonsterName.Substring(nameIndexStart + 1, nameIndexEnd - nameIndexStart -1);
ChangeAnimation("Idle");
}
public void ChangeAnimation(string AnimationName) //Names are: Idle, Walk, Death, Hurt and Attack
{
if (monsterAnimator == null)
return;
bool IsLoop = AnimationName == "Death" ? false : true;
//set the animation state to the selected one for each directional monster
monsterAnimator[0].skeleton.SetSkin("Side");
monsterAnimator[0].skeleton.SetSlotsToSetupPose();
monsterAnimator[0].AnimationState.SetAnimation(0, "Side_" + AnimationName, IsLoop);
monsterAnimator[1].skeleton.SetSkin("Side");
monsterAnimator[1].skeleton.SetSlotsToSetupPose();
monsterAnimator[1].AnimationState.SetAnimation(0, "Side_" + AnimationName, IsLoop);
monsterAnimator[2].skeleton.SetSkin("Back");
monsterAnimator[2].skeleton.SetSlotsToSetupPose();
monsterAnimator[2].AnimationState.SetAnimation(0, "Back_" + AnimationName, IsLoop);
monsterAnimator[3].skeleton.SetSkin("Front");
monsterAnimator[3].skeleton.SetSlotsToSetupPose();
public void ChangeAnimation(string AnimationName) //Names are: Idle, Walk, Death, Hurt and Attack
{
if (monsterAnimator == null)
return;
bool IsLoop = AnimationName == "Death" ? false : true;
//set the animation state to the selected one for each directional monster
monsterAnimator[0].skeleton.SetSkin("Side");
monsterAnimator[0].skeleton.SetSlotsToSetupPose();
monsterAnimator[0].AnimationState.SetAnimation(0, "Side_" + AnimationName, IsLoop);
monsterAnimator[1].skeleton.SetSkin("Side");
monsterAnimator[1].skeleton.SetSlotsToSetupPose();
monsterAnimator[1].AnimationState.SetAnimation(0, "Side_" + AnimationName, IsLoop);
monsterAnimator[2].skeleton.SetSkin("Back");
monsterAnimator[2].skeleton.SetSlotsToSetupPose();
monsterAnimator[2].AnimationState.SetAnimation(0, "Back_" + AnimationName, IsLoop);
monsterAnimator[3].skeleton.SetSkin("Front");
monsterAnimator[3].skeleton.SetSlotsToSetupPose();
monsterAnimator[3].AnimationState.SetAnimation(0, "Front_" + AnimationName, IsLoop);
}
public void RateUs()
public void RateUs()
{
System.Diagnostics.Process.Start("https://assetstore.unity.com/packages/slug/216312#reviews");
}
}
}

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@ -1,40 +1,40 @@
In order for this asset to work, you need to download spine-unity package V4:
http://en.esotericsoftware.com/spine-unity-download
To use the asset just drag one of the prefabs from "Prefabs" folder and put it on the scene (you might need to change the x and y scale if the monster is too small for your game)
You can easily manipulate the prefabs and skeletons. Things you can do by using spine:
-On animation complete function (Example: give the player loot and gold when the death animation is completed)
-On event function (All the monsters have "OnDamaging" event that is triggered when the attack animation reaches the damaging position. For example, when the skeleton sword reaches the player, you can trigger damage taking function)
-Generate transforms that follow the skeleton of the monster. (Example: attaching a collider on the sword of the skeleton and call OnTriggerEnter2D when it hits an object). Check this video for a tutorial: https://youtu.be/wbXefnoZf3g
-And much much more (check this page for all the functionality of Spine in Unity http://esotericsoftware.com/spine-unity)
Each prefab has 3 Skins and a 15 animations (5 animation per skin). A prefab contains all the direction of the monsters as skins (Side, Front and Back).
A GameObject must have the same skin direction (e.g, Side) with the animation of the same type (e.g, Side_Idle).
You cannot set a skin and animation of different types, for example Side skin with Front animation. Otherwise, nothing will be shown.
Examine the example scene and script to check how to change the skins and animations in runtime/script
If you notice some weird gray lines in the monsters then that means your Color Space is not set to Gamma, to change it then do the following:
Edit > Project Settings > Player > Other Settings > Rendering > Color Space to Gamma
If you have made a game using this asset then we will be glad if you sent us its name so we can show it to everyone (if you give us the permission)
**** Please consider leaving a review on the assetstore page (https://assetstore.unity.com/packages/slug/216312). This will greatly help us updating the package with more monsters.
**** Thanks for purchasing and good luck on your game.
-Asset Page: https://assetstore.unity.com/packages/slug/216312
Warriors: Animated 2D Characters: https://assetstore.unity.com/packages/2d/characters/warriors-animated-2d-characters-178121
Fantazia: Character Editor: https://assetstore.unity.com/packages/2d/characters/fantazia-character-editor-181572#reviews
-Here are our other assets: https://assetstore.unity.com/publishers/19300
-Contact us: yazun.shn@gmail.com
In order for this asset to work, you need to download spine-unity package V4:
http://en.esotericsoftware.com/spine-unity-download
To use the asset just drag one of the prefabs from "Prefabs" folder and put it on the scene (you might need to change the x and y scale if the monster is too small for your game)
You can easily manipulate the prefabs and skeletons. Things you can do by using spine:
-On animation complete function (Example: give the player loot and gold when the death animation is completed)
-On event function (All the monsters have "OnDamaging" event that is triggered when the attack animation reaches the damaging position. For example, when the skeleton sword reaches the player, you can trigger damage taking function)
-Generate transforms that follow the skeleton of the monster. (Example: attaching a collider on the sword of the skeleton and call OnTriggerEnter2D when it hits an object). Check this video for a tutorial: https://youtu.be/wbXefnoZf3g
-And much much more (check this page for all the functionality of Spine in Unity http://esotericsoftware.com/spine-unity)
Each prefab has 3 Skins and a 15 animations (5 animation per skin). A prefab contains all the direction of the monsters as skins (Side, Front and Back).
A GameObject must have the same skin direction (e.g, Side) with the animation of the same type (e.g, Side_Idle).
You cannot set a skin and animation of different types, for example Side skin with Front animation. Otherwise, nothing will be shown.
Examine the example scene and script to check how to change the skins and animations in runtime/script
If you notice some weird gray lines in the monsters then that means your Color Space is not set to Gamma, to change it then do the following:
Edit > Project Settings > Player > Other Settings > Rendering > Color Space to Gamma
If you have made a game using this asset then we will be glad if you sent us its name so we can show it to everyone (if you give us the permission)
**** Please consider leaving a review on the assetstore page (https://assetstore.unity.com/packages/slug/216312). This will greatly help us updating the package with more monsters.
**** Thanks for purchasing and good luck on your game.
-Asset Page: https://assetstore.unity.com/packages/slug/216312
Warriors: Animated 2D Characters: https://assetstore.unity.com/packages/2d/characters/warriors-animated-2d-characters-178121
Fantazia: Character Editor: https://assetstore.unity.com/packages/2d/characters/fantazia-character-editor-181572#reviews
-Here are our other assets: https://assetstore.unity.com/publishers/19300
-Contact us: yazun.shn@gmail.com

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@ -1,24 +1,24 @@
<!-- Copyright (C) 2019 Google Inc. All Rights Reserved.
FirebaseApp iOS and Android Dependencies.
-->
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<androidPackage spec="com.google.firebase:firebase-app-unity:11.6.0">
<repositories>
<repository>Assets/Firebase/m2repository</repository>
</repositories>
</androidPackage>
</androidPackages>
</dependencies>
<!-- Copyright (C) 2019 Google Inc. All Rights Reserved.
FirebaseApp iOS and Android Dependencies.
-->
<dependencies>
<iosPods>
<iosPod name="Firebase/Core" version="10.15.0" minTargetSdk="8.0">
</iosPod>
</iosPods>
<androidPackages>
<androidPackage spec="com.google.firebase:firebase-common:20.3.3">
</androidPackage>
<androidPackage spec="com.google.firebase:firebase-analytics:21.3.0">
</androidPackage>
<androidPackage spec="com.google.android.gms:play-services-base:18.2.0">
</androidPackage>
<androidPackage spec="com.google.firebase:firebase-app-unity:11.6.0">
<repositories>
<repository>Assets/Firebase/m2repository</repository>
</repositories>
</androidPackage>
</androidPackages>
</dependencies>

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<!-- Copyright (C) 2019 Google Inc. All Rights Reserved.
FirebaseAuth iOS and Android Dependencies.
-->
<dependencies>
<iosPods>
<iosPod name="Firebase/Auth" version="10.15.0" minTargetSdk="8.0">
</iosPod>
</iosPods>
<androidPackages>
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<androidPackage spec="com.google.firebase:firebase-auth-unity:11.6.0">
<repositories>
<repository>Assets/Firebase/m2repository</repository>
</repositories>
</androidPackage>
</androidPackages>
</dependencies>
<!-- Copyright (C) 2019 Google Inc. All Rights Reserved.
FirebaseAuth iOS and Android Dependencies.
-->
<dependencies>
<iosPods>
<iosPod name="Firebase/Auth" version="10.15.0" minTargetSdk="8.0">
</iosPod>
</iosPods>
<androidPackages>
<androidPackage spec="com.google.firebase:firebase-auth:22.1.2">
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<androidPackage spec="com.google.firebase:firebase-analytics:21.3.0">
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<androidPackage spec="com.google.firebase:firebase-auth-unity:11.6.0">
<repositories>
<repository>Assets/Firebase/m2repository</repository>
</repositories>
</androidPackage>
</androidPackages>
</dependencies>

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<!-- Copyright (C) 2019 Google Inc. All Rights Reserved.
FirebaseFirestore iOS and Android Dependencies.
-->
<dependencies>
<iosPods>
<iosPod name="Firebase/Firestore" version="10.15.0" minTargetSdk="8.0">
</iosPod>
</iosPods>
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<androidPackage spec="com.google.firebase:firebase-firestore:24.8.1">
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<androidPackage spec="com.google.firebase:firebase-analytics:21.3.0">
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<androidPackage spec="com.google.firebase:firebase-firestore-unity:11.6.0">
<repositories>
<repository>Assets/Firebase/m2repository</repository>
</repositories>
</androidPackage>
</androidPackages>
</dependencies>
<!-- Copyright (C) 2019 Google Inc. All Rights Reserved.
FirebaseFirestore iOS and Android Dependencies.
-->
<dependencies>
<iosPods>
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<groupId>com.google.firebase</groupId>
<artifactId>firebase-app-unity</artifactId>
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<versions><version>11.6.0</version></versions>
<lastUpdated/>
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<metadata>
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