@@ -1,162 +1,158 @@
using UnityEngine;
using System.Collections;

public class PlayerAttacking : MonoBehaviour {
private float cd;
public Weapon weapon;
public Skill skill;
private float[] cd_skill={-1.0f,-1.0f,-1.0f,-1.0f};
private bool[] skill_owned ={false,false,false,false};

private GameObject skillPf_heal;
private GameObject skillPf;
[SerializeField]
private SkillCooldownUI cdUI;

private Vector3 lastPosition = new Vector3(0,1,0);
private AudioManager audioManager;
private PlayerController pc;


void Start () {
audioManager = AudioManager.instance;
weapon = transform.FindChild ("Weapon").GetComponent<Weapon>();
skill = transform.FindChild ("Skill").GetComponent<Skill>();
pc = transform.GetComponent<PlayerController> ();
addSkill(1);
addSkill(2);
addSkill(3);
addSkill(4);
}

// Update is called once per frame
void Update () {
Vector3 movement_vector = new Vector3 (Input.GetAxisRaw ("Horizontal"), Input.GetAxisRaw ("Vertical"), 0f);
if (movement_vector != Vector3.zero) lastPosition = movement_vector;
if (Time.time >= cd) {
if (Input.GetButton("Fire1")) {
Fire ();
}
}

for (int i = 1; i < skill_owned.Length+1; i++){
if (skill_owned[i-1] && cd_skill[i-1] > -1){
if (Time.time >= cd_skill[i-1]){
if (Input.GetButton("Skill"+i)){
Skill(i);
}
}
}
}

if (skillPf_heal != null)
skillPf_heal.transform.position = transform.position;
}

void Fire() {
GameObject bulletPf = Instantiate(weapon.getCurrentWeapon(), transform.position, transform.rotation) as GameObject;
// GameObject bulletPf2 = Instantiate(weapon.bulletPrefab, transform.position, transform.rotation) as GameObject;
//GameObject bulletPf3 = Instantiate(weapon.bulletPrefab, transform.position, transform.rotation) as GameObject;
audioManager.PlaySound (weapon.sound);

// rotation of bullet handler
float rotateDegree =
lastPosition.x == 0 && lastPosition.y != 0 ? 90 :
lastPosition.x > 0 && lastPosition.y > 0 || lastPosition.x < 0 && lastPosition.y < 0 ? 45 :
lastPosition.x > 0 && lastPosition.y < 0 || lastPosition.x < 0 && lastPosition.y > 0 ? 135 : 0;

// rotate according to player direction
bulletPf.transform.Rotate (new Vector3 (0, 0, rotateDegree));
// bulletPf2.transform.Rotate (new Vector3 (0, 0, rotateDegree+10));
//bulletPf3.transform.Rotate (new Vector3 (0, 0, rotateDegree-10));

// fire to the direction
bulletPf.GetComponent<Rigidbody2D> ().AddForce (lastPosition * weapon.bulletSpeed);
// bulletPf2.GetComponent<Rigidbody2D> ().AddForce ((new Vector3(lastPosition.x+0.2f,lastPosition.y+0.2f,lastPosition.z+0.2f)) * weapon.bulletSpeed);
//bulletPf3.GetComponent<Rigidbody2D> ().AddForce (lastPosition * weapon.bulletSpeed);
cd = Time.time + weapon.attackSpeed;
}

void Skill(int index){
float _cd, _lifetime;
Vector2 pos;
//If the skill is healing
switch (index){
case 2:
skillPf_heal = Instantiate(skill.getCurrentSkill(index), transform.position, transform.rotation) as GameObject;
_cd = skillPf_heal.gameObject.GetComponent<SkillScript> ().cd;
cdUI.showCD (index - 1, _cd);
audioManager.PlaySound ("Skill" + index, _cd-1f);
pc.HealPlayer(skillPf_heal.GetComponent<SkillScript> ().healPoint);
_lifetime = skillPf_heal.gameObject.GetComponent<SkillScript> ().lifetime;
cd_skill[index-1]= Time.time + _cd;
Destroy(skillPf_heal, _lifetime);
break;
case 4:
pos = new Vector2(0, 0);
skillPf = Instantiate(skill.getCurrentSkill(index), pos, transform.rotation) as GameObject;
_lifetime = skillPf.gameObject.GetComponent<SkillScript> ().lifetime;
_cd = skillPf.gameObject.GetComponent<SkillScript> ().cd;
cdUI.showCD (index - 1, _cd);
audioManager.PlaySound ("Skill" + index, _cd);
cd_skill[index-1]= Time.time + _cd;
Destroy(skillPf, _lifetime);
break;
case 3:

//upwards
if (lastPosition.x == 0 && lastPosition.y > 0)
pos = new Vector2(transform.position.x, transform.position.y+2);
else if (lastPosition.x == 0 && lastPosition.y < 0) //downwards
pos = new Vector2(transform.position.x, transform.position.y-2);
else if (lastPosition.x > 0 && lastPosition.y > 0 ) //right up
pos = new Vector2(transform.position.x+2, transform.position.y+2);
else if (lastPosition.x > 0 && lastPosition.y < 0 ) //right down
pos = new Vector2(transform.position.x+2, transform.position.y-2);
else if (lastPosition.x < 0 && lastPosition.y > 0 ) //left up
pos = new Vector2(transform.position.x-2, transform.position.y+2);
else if (lastPosition.x < 0 && lastPosition.y < 0 ) //left down
pos = new Vector2(transform.position.x-2, transform.position.y-2);
else if (lastPosition.x > 0 && lastPosition.y == 0 ) //right
pos = new Vector2(transform.position.x+2, transform.position.y);
else if (lastPosition.x < 0 && lastPosition.y == 0 ) //left
pos = new Vector2(transform.position.x-2, transform.position.y);
else
pos = new Vector2(0 ,0);

if (pos.x > 4.6f)
pos.x = 4.6f;
if (pos.x < -4.6f)
pos.x = -4.6f;
if (pos.y > 3.56f)
pos.y = 3.56f;
if (pos.y < -3.56f)
pos.y = -3.56f;

skillPf = Instantiate(skill.getCurrentSkill(index), pos, transform.rotation) as GameObject;
_lifetime = skillPf.gameObject.GetComponent<SkillScript> ().lifetime;
_cd = skillPf.gameObject.GetComponent<SkillScript> ().cd;
cdUI.showCD (index - 1, _cd);
audioManager.PlaySound ("Skill" + index, _cd);
cd_skill[index-1]= Time.time + _cd;
Destroy(skillPf, _lifetime);
break;
default:
skillPf = Instantiate(skill.getCurrentSkill(index), transform.position, transform.rotation) as GameObject;
_lifetime = skillPf.gameObject.GetComponent<SkillScript> ().lifetime;
_cd = skillPf.gameObject.GetComponent<SkillScript> ().cd;
cdUI.showCD (index - 1, _cd);
audioManager.PlaySound ("Skill" + index, _cd);
cd_skill[index-1]= Time.time + _cd;
Destroy(skillPf, _lifetime);
break;
}
}

void addSkill(int index){
skill_owned[index-1] = true;
cd_skill[index-1] = 0;
cdUI.addSkillUI (index-1);
}

}
using UnityEngine;
using System.Collections;

public class PlayerAttacking : MonoBehaviour {
private float cd;
public Weapon weapon;
public Skill skill;
private float[] cd_skill={-1.0f,-1.0f,-1.0f,-1.0f};
private bool[] skill_owned ={false,false,false,false};

private GameObject skillPf_heal;
private GameObject skillPf;
[SerializeField]
private SkillCooldownUI cdUI;

private Vector3 lastPosition = new Vector3(0,1,0);
private AudioManager audioManager;
private PlayerController pc;


void Start () {
audioManager = AudioManager.instance;
weapon = transform.FindChild ("Weapon").GetComponent<Weapon>();
skill = transform.FindChild ("Skill").GetComponent<Skill>();
pc = transform.GetComponent<PlayerController> ();
}

// Update is called once per frame
void Update () {
Vector3 movement_vector = new Vector3 (Input.GetAxisRaw ("Horizontal"), Input.GetAxisRaw ("Vertical"), 0f);
if (movement_vector != Vector3.zero) lastPosition = movement_vector;
if (Time.time >= cd) {
if (Input.GetButton("Fire1")) {
Fire ();
}
}

for (int i = 1; i < skill_owned.Length+1; i++){
if (skill_owned[i-1] && cd_skill[i-1] > -1){
if (Time.time >= cd_skill[i-1]){
if (Input.GetButton("Skill"+i)){
Skill(i);
}
}
}
}

if (skillPf_heal != null)
skillPf_heal.transform.position = transform.position;
}

void Fire() {
GameObject bulletPf = Instantiate(weapon.getCurrentWeapon(), transform.position, transform.rotation) as GameObject;
// GameObject bulletPf2 = Instantiate(weapon.bulletPrefab, transform.position, transform.rotation) as GameObject;
//GameObject bulletPf3 = Instantiate(weapon.bulletPrefab, transform.position, transform.rotation) as GameObject;
audioManager.PlaySound (weapon.sound);

// rotation of bullet handler
float rotateDegree =
lastPosition.x == 0 && lastPosition.y != 0 ? 90 :
lastPosition.x > 0 && lastPosition.y > 0 || lastPosition.x < 0 && lastPosition.y < 0 ? 45 :
lastPosition.x > 0 && lastPosition.y < 0 || lastPosition.x < 0 && lastPosition.y > 0 ? 135 : 0;

// rotate according to player direction
bulletPf.transform.Rotate (new Vector3 (0, 0, rotateDegree));
// bulletPf2.transform.Rotate (new Vector3 (0, 0, rotateDegree+10));
//bulletPf3.transform.Rotate (new Vector3 (0, 0, rotateDegree-10));

// fire to the direction
bulletPf.GetComponent<Rigidbody2D> ().AddForce (lastPosition * weapon.bulletSpeed);
// bulletPf2.GetComponent<Rigidbody2D> ().AddForce ((new Vector3(lastPosition.x+0.2f,lastPosition.y+0.2f,lastPosition.z+0.2f)) * weapon.bulletSpeed);
//bulletPf3.GetComponent<Rigidbody2D> ().AddForce (lastPosition * weapon.bulletSpeed);
cd = Time.time + weapon.attackSpeed;
}

void Skill(int index){
float _cd, _lifetime;
Vector2 pos;
//If the skill is healing
switch (index){
case 2:
skillPf_heal = Instantiate(skill.getCurrentSkill(index), transform.position, transform.rotation) as GameObject;
_cd = skillPf_heal.gameObject.GetComponent<SkillScript> ().cd;
cdUI.showCD (index - 1, _cd);
pc.HealPlayer(skillPf_heal.GetComponent<SkillScript> ().healPoint);
_lifetime = skillPf_heal.gameObject.GetComponent<SkillScript> ().lifetime;
audioManager.PlaySound ("Skill" + index, _lifetime);
cd_skill[index-1]= Time.time + _cd;
Destroy(skillPf_heal, _lifetime);
break;
case 4:
pos = new Vector2(0, 0);
skillPf = Instantiate(skill.getCurrentSkill(index), pos, transform.rotation) as GameObject;
_lifetime = skillPf.gameObject.GetComponent<SkillScript> ().lifetime;
_cd = skillPf.gameObject.GetComponent<SkillScript> ().cd;
cdUI.showCD (index - 1, _cd);
audioManager.PlaySound ("Skill" + index, _lifetime);
cd_skill[index-1]= Time.time + _cd;
Destroy(skillPf, _lifetime);
break;
case 3:

//upwards
if (lastPosition.x == 0 && lastPosition.y > 0)
pos = new Vector2(transform.position.x, transform.position.y+2);
else if (lastPosition.x == 0 && lastPosition.y < 0) //downwards
pos = new Vector2(transform.position.x, transform.position.y-2);
else if (lastPosition.x > 0 && lastPosition.y > 0 ) //right up
pos = new Vector2(transform.position.x+2, transform.position.y+2);
else if (lastPosition.x > 0 && lastPosition.y < 0 ) //right down
pos = new Vector2(transform.position.x+2, transform.position.y-2);
else if (lastPosition.x < 0 && lastPosition.y > 0 ) //left up
pos = new Vector2(transform.position.x-2, transform.position.y+2);
else if (lastPosition.x < 0 && lastPosition.y < 0 ) //left down
pos = new Vector2(transform.position.x-2, transform.position.y-2);
else if (lastPosition.x > 0 && lastPosition.y == 0 ) //right
pos = new Vector2(transform.position.x+2, transform.position.y);
else if (lastPosition.x < 0 && lastPosition.y == 0 ) //left
pos = new Vector2(transform.position.x-2, transform.position.y);
else
pos = new Vector2(0 ,0);

if (pos.x > 4.6f)
pos.x = 4.6f;
if (pos.x < -4.6f)
pos.x = -4.6f;
if (pos.y > 3.56f)
pos.y = 3.56f;
if (pos.y < -3.56f)
pos.y = -3.56f;

skillPf = Instantiate(skill.getCurrentSkill(index), pos, transform.rotation) as GameObject;
_lifetime = skillPf.gameObject.GetComponent<SkillScript> ().lifetime;
_cd = skillPf.gameObject.GetComponent<SkillScript> ().cd;
cdUI.showCD (index - 1, _cd);
audioManager.PlaySound ("Skill" + index);
cd_skill[index-1]= Time.time + _cd;
Destroy(skillPf, _lifetime);
break;
default:
skillPf = Instantiate(skill.getCurrentSkill(index), transform.position, transform.rotation) as GameObject;
_lifetime = skillPf.gameObject.GetComponent<SkillScript> ().lifetime;
_cd = skillPf.gameObject.GetComponent<SkillScript> ().cd;
cdUI.showCD (index - 1, _cd);
audioManager.PlaySound ("Skill" + index, _lifetime);
cd_skill[index-1]= Time.time + _cd;
Destroy(skillPf, _lifetime);
break;
}
}

public void addSkill(int index){
skill_owned[index-1] = true;
cd_skill[index-1] = 0;
cdUI.addSkillUI (index-1);
}

}
@@ -1,151 +1,206 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections;



public class UpgradeUI : MonoBehaviour {
public Text PowerText;
public Text HealthText;
public Text SpeedText;
public Text NotEnoughText;
public Upgrade[] powerUpgrades = {new Upgrade(10,60),new Upgrade(15,80),new Upgrade(20,150),new Upgrade(30,200)};

public Upgrade[] healthUpgrades = {new Upgrade(100,50),new Upgrade(200,80),new Upgrade(300,120),new Upgrade(400,150),new Upgrade(600,200)};

public Upgrade[] speedUpgrades = {new Upgrade(1.0f,30),new Upgrade(1.2f,50),new Upgrade(1.5f,70),new Upgrade(2f,150),new Upgrade(2.5f,200)};

private int[] curUpgrades = { 0, 0, 0 };
private AudioManager audioManager;
public PlayerController player;
public Weapon playerWeapon;
public PlayerAttacking playerAtk;

public class Upgrade {
public float amt;
public int price;
public Upgrade (float a,int p) {
amt = a;
price = p;
}
}

void Start() {
audioManager = AudioManager.instance;
player = GameObject.Find ("nerdyguy").gameObject.GetComponent<PlayerController>();
playerWeapon = GameObject.Find ("nerdyguy").gameObject.GetComponentInChildren<Weapon>();
playerAtk = GameObject.Find ("nerdyguy").gameObject.GetComponentInChildren<PlayerAttacking> ();
}
void Awake() {

}
public void Power() {
audioManager.PlaySound ("ButtonClick");
int upgradeResult = UpgradeStats (0);
switch (upgradeResult) {
case -1:
NotEnoughText.text = "Already at max Hack Power!";
break;
case 0:
NotEnoughText.text = "Not enough H-Points: Need " + powerUpgrades [curUpgrades[0]].price;
break;
case 1:
NotEnoughText.text = "";
PowerText.text = "int Hack Power\t= " + powerUpgrades[curUpgrades[0]-1].amt;
break;
}

//GameMaster.gm.upgradePlayer (0,5);
}
public void Health() {
audioManager.PlaySound ("ButtonClick");
int upgradeResult = UpgradeStats (1);
switch (upgradeResult) {
case -1:
NotEnoughText.text = "Already at max Health!";
break;
case 0:
NotEnoughText.text = "Not enough H-Points: Need " + healthUpgrades [curUpgrades[1]].price;
break;
case 1:
NotEnoughText.text = "";
HealthText.text = "int Health\t\t= " + healthUpgrades[curUpgrades[1]-1].amt;
break;
}
}
public void Speed() {
audioManager.PlaySound ("ButtonClick");
int upgradeResult = UpgradeStats (2);
switch (upgradeResult) {
case -1:
NotEnoughText.text = "Already at max Speed!";
break;
case 0:
NotEnoughText.text = "Not enough H-Points: Need " + speedUpgrades [curUpgrades[2]].price;
break;
case 1:
NotEnoughText.text = "";
SpeedText.text = "float Speed\t\t= " + speedUpgrades[curUpgrades[2]-1].amt;
break;
}
}

public int UpgradeStats (int i) {

switch (i) {
// power
case 0:
// check if at final upgrade
if (curUpgrades [0] > powerUpgrades.Length - 1) {
return -1;
}
// check if not enough money
else if (powerUpgrades [curUpgrades [0]].price > GameMaster.gm.getMoney ()) {
return 0;
}
GameMaster.gm.increaseMoney (powerUpgrades [curUpgrades [0]].price * -1);
playerWeapon.SwitchWeapon (curUpgrades [0]);
curUpgrades [0]++;
if (curUpgrades [0] > powerUpgrades.Length - 1)
return -1;
break;

// health
case 1:
// check if at final upgrade
if (curUpgrades [1] > healthUpgrades.Length - 1) {
return -1;
}
// check if not enough money
else if (healthUpgrades [curUpgrades [1]].price > GameMaster.gm.getMoney ()) {
return 0;
}

GameMaster.gm.increaseMoney (healthUpgrades [curUpgrades [1]].price * -1);
player.UpgradeHealth ((int) healthUpgrades [curUpgrades [1]].amt);
curUpgrades[1]++;
break;
// speed
case 2:
// check if at final upgrade
if (curUpgrades[2] > speedUpgrades.Length - 1) {
return -1;
}
// check if not enough money
else if (speedUpgrades [curUpgrades[2]].price > GameMaster.gm.getMoney()) {
return 0;
}

GameMaster.gm.increaseMoney (speedUpgrades [curUpgrades[2]].price * -1);
player.speed = speedUpgrades [curUpgrades[2]].amt;
curUpgrades[2]++;
break;
default:
break;
}
return 1;
}
int BuySkills (int skillIndex) {
return 0;
}
}
using UnityEngine;
using UnityEngine.UI;
using System.Collections;



public class UpgradeUI : MonoBehaviour {
public Text PowerText;
public Text HealthText;
public Text SpeedText;
public Text NotEnoughText;
public Upgrade[] powerUpgrades = {new Upgrade(10,60),new Upgrade(15,80),new Upgrade(20,150),new Upgrade(30,200)};

public Upgrade[] healthUpgrades = {new Upgrade(100,50),new Upgrade(200,80),new Upgrade(300,120),new Upgrade(400,150),new Upgrade(600,200)};

public Upgrade[] speedUpgrades = {new Upgrade(1.0f,30),new Upgrade(1.2f,50),new Upgrade(1.5f,70),new Upgrade(2f,150),new Upgrade(2.5f,200)};
private int[] curUpgrades = { 0, 0, 0 };

private int[] skillPrices = { 50, 100, 200, 500 };
public Button skill1btn;
public Button skill2btn;
public Button skill3btn;
public Button skill4btn;
public Text skill1key;
public Text skill2key;
public Text skill3key;
public Text skill4key;

private AudioManager audioManager;

private PlayerController player;
private Weapon playerWeapon;
private PlayerAttacking playerAtk;

public class Upgrade {
public float amt;
public int price;
public Upgrade (float a,int p) {
amt = a;
price = p;
}
}

void Start() {
audioManager = AudioManager.instance;
player = GameObject.Find ("nerdyguy").gameObject.GetComponent<PlayerController>();
playerWeapon = GameObject.Find ("nerdyguy").gameObject.GetComponentInChildren<Weapon>();
playerAtk = GameObject.Find ("nerdyguy").gameObject.GetComponentInChildren<PlayerAttacking> ();
}
void Awake() {

}
public void Power() {
audioManager.PlaySound ("ButtonClick");
int upgradeResult = UpgradeStats (0);
switch (upgradeResult) {
case -1:
NotEnoughText.text = "Already at max Hack Power!";
break;
case 0:
NotEnoughText.text = "Not enough H-Points: Need " + powerUpgrades [curUpgrades[0]].price;
break;
case 1:
NotEnoughText.text = "";
PowerText.text = "int Hack Power\t= " + powerUpgrades[curUpgrades[0]-1].amt;
break;
}

//GameMaster.gm.upgradePlayer (0,5);
}
public void Health() {
audioManager.PlaySound ("ButtonClick");
int upgradeResult = UpgradeStats (1);
switch (upgradeResult) {
case -1:
NotEnoughText.text = "Already at max Health!";
break;
case 0:
NotEnoughText.text = "Not enough H-Points: Need " + healthUpgrades [curUpgrades[1]].price;
break;
case 1:
NotEnoughText.text = "";
HealthText.text = "int Health\t\t= " + healthUpgrades[curUpgrades[1]-1].amt;
break;
}
}
public void Speed() {
audioManager.PlaySound ("ButtonClick");
int upgradeResult = UpgradeStats (2);
switch (upgradeResult) {
case -1:
NotEnoughText.text = "Already at max Speed!";
break;
case 0:
NotEnoughText.text = "Not enough H-Points: Need " + speedUpgrades [curUpgrades[2]].price;
break;
case 1:
NotEnoughText.text = "";
SpeedText.text = "float Speed\t\t= " + speedUpgrades[curUpgrades[2]-1].amt;
break;
}
}

public int UpgradeStats (int i) {

switch (i) {
// power
case 0:
// check if at final upgrade
if (curUpgrades [0] > powerUpgrades.Length - 1) {
return -1;
}
// check if not enough money
else if (powerUpgrades [curUpgrades [0]].price > GameMaster.gm.getMoney ()) {
return 0;
}
GameMaster.gm.increaseMoney (powerUpgrades [curUpgrades [0]].price * -1);
playerWeapon.SwitchWeapon (curUpgrades [0]);
curUpgrades [0]++;
if (curUpgrades [0] > powerUpgrades.Length - 1)
return -1;
break;

// health
case 1:
// check if at final upgrade
if (curUpgrades [1] > healthUpgrades.Length - 1) {
return -1;
}
// check if not enough money
else if (healthUpgrades [curUpgrades [1]].price > GameMaster.gm.getMoney ()) {
return 0;
}

GameMaster.gm.increaseMoney (healthUpgrades [curUpgrades [1]].price * -1);
player.UpgradeHealth ((int) healthUpgrades [curUpgrades [1]].amt);
curUpgrades[1]++;
break;
// speed
case 2:
// check if at final upgrade
if (curUpgrades[2] > speedUpgrades.Length - 1) {
return -1;
}
// check if not enough money
else if (speedUpgrades [curUpgrades[2]].price > GameMaster.gm.getMoney()) {
return 0;
}

GameMaster.gm.increaseMoney (speedUpgrades [curUpgrades[2]].price * -1);
player.speed = speedUpgrades [curUpgrades[2]].amt;
curUpgrades[2]++;
break;
default:
break;
}
return 1;
}
public void BuySkill (int skillIndex) {
// if you have enough money, purchase
Color c;
if (GameMaster.gm.getMoney() >= skillPrices [skillIndex]) {
playerAtk.addSkill (skillIndex + 1);
GameMaster.gm.increaseMoney (skillPrices [skillIndex] * -1);
NotEnoughText.text = "";
switch (skillIndex) {
case 0:
skill1btn.interactable = false;
skill1btn.gameObject.GetComponentInChildren<Text> ().text = "purchased";
c = skill1key.color;
c.a = 255f;
skill1key.color = c;
break;
case 1:
skill2btn.interactable = false;
skill2btn.gameObject.GetComponentInChildren<Text>().text = "purchased";
c = skill2key.color;
c.a = 255f;
skill2key.color = c;
break;
case 2:
skill3btn.interactable = false;
skill3btn.gameObject.GetComponentInChildren<Text>().text = "purchased";
c = skill3key.color;
c.a = 255f;
skill3key.color = c;

break;
case 3:
skill4btn.interactable = false;
skill4btn.gameObject.GetComponentInChildren<Text>().text = "purchased";
c = skill4key.color;
c.a = 255f;
skill4key.color = c;

break;
default:
break;
}

} else {
NotEnoughText.text = "Not enough H-Points";
}
}

}
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