Phoebe 8 年之前
父節點
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76da682b83
共有 100 個文件被更改,包括 3397 次插入0 次删除
  1. 二進制
      Assets/1483104779_861425.png
  2. 84 0
      Assets/1483104779_861425.png.meta
  3. 9 0
      Assets/Bomb.meta
  4. 9 0
      Assets/Bomb/Models.meta
  5. 二進制
      Assets/Bomb/Models/Bomb.fbx
  6. 76 0
      Assets/Bomb/Models/Bomb.fbx.meta
  7. 9 0
      Assets/Bomb/Models/Materials.meta
  8. 二進制
      Assets/Bomb/Models/Materials/Bomb.mat
  9. 8 0
      Assets/Bomb/Models/Materials/Bomb.mat.meta
  10. 二進制
      Assets/Bomb/Models/Materials/BombRope.mat
  11. 8 0
      Assets/Bomb/Models/Materials/BombRope.mat.meta
  12. 9 0
      Assets/Bomb/Music.meta
  13. 二進制
      Assets/Bomb/Music/Incomptech - Glee Club Polka.mp3
  14. 22 0
      Assets/Bomb/Music/Incomptech - Glee Club Polka.mp3.meta
  15. 9 0
      Assets/Bomb/Physics Materials.meta
  16. 二進制
      Assets/Bomb/Physics Materials/PlayerMaterial.physicMaterial
  17. 8 0
      Assets/Bomb/Physics Materials/PlayerMaterial.physicMaterial.meta
  18. 9 0
      Assets/Bomb/Prefabs.meta
  19. 二進制
      Assets/Bomb/Prefabs/BLCube.prefab
  20. 8 0
      Assets/Bomb/Prefabs/BLCube.prefab.meta
  21. 二進制
      Assets/Bomb/Prefabs/Bomb.prefab
  22. 8 0
      Assets/Bomb/Prefabs/Bomb.prefab.meta
  23. 40 0
      Assets/Bomb/Prefabs/CubeStyle.cs
  24. 12 0
      Assets/Bomb/Prefabs/CubeStyle.cs.meta
  25. 二進制
      Assets/Bomb/Prefabs/Explosion.prefab
  26. 8 0
      Assets/Bomb/Prefabs/Explosion.prefab.meta
  27. 二進制
      Assets/Bomb/Prefabs/LifeCube.prefab
  28. 8 0
      Assets/Bomb/Prefabs/LifeCube.prefab.meta
  29. 二進制
      Assets/Bomb/Prefabs/SpeedCube.prefab
  30. 8 0
      Assets/Bomb/Prefabs/SpeedCube.prefab.meta
  31. 9 0
      Assets/Bomb/Scripts.meta
  32. 67 0
      Assets/Bomb/Scripts/Bomb.cs
  33. 12 0
      Assets/Bomb/Scripts/Bomb.cs.meta
  34. 36 0
      Assets/Bomb/Scripts/DestroySelf.cs
  35. 12 0
      Assets/Bomb/Scripts/DestroySelf.cs.meta
  36. 37 0
      Assets/Bomb/Scripts/DisableTriggerOnPlayerExit.cs
  37. 12 0
      Assets/Bomb/Scripts/DisableTriggerOnPlayerExit.cs.meta
  38. 30 0
      Assets/Bomb/Scripts/GlobalStateManager.cs
  39. 12 0
      Assets/Bomb/Scripts/GlobalStateManager.cs.meta
  40. 157 0
      Assets/Bomb/Scripts/Player.cs
  41. 12 0
      Assets/Bomb/Scripts/Player.cs.meta
  42. 9 0
      Assets/Bomb/Sound Effects.meta
  43. 二進制
      Assets/Bomb/Sound Effects/BombCharge.mp3
  44. 22 0
      Assets/Bomb/Sound Effects/BombCharge.mp3.meta
  45. 22 0
      Assets/BombLengthCube.cs
  46. 12 0
      Assets/BombLengthCube.cs.meta
  47. 27 0
      Assets/BtnScript.cs
  48. 12 0
      Assets/BtnScript.cs.meta
  49. 22 0
      Assets/CubeArea.cs
  50. 12 0
      Assets/CubeArea.cs.meta
  51. 48 0
      Assets/GameController.cs
  52. 12 0
      Assets/GameController.cs.meta
  53. 20 0
      Assets/GameEndImg.cs
  54. 12 0
      Assets/GameEndImg.cs.meta
  55. 9 0
      Assets/Micro_Monsters.meta
  56. 9 0
      Assets/Micro_Monsters/Mobile.meta
  57. 9 0
      Assets/Micro_Monsters/Mobile/Dragon_Mobile.meta
  58. 9 0
      Assets/Micro_Monsters/Mobile/Dragon_Mobile/_source.meta
  59. 9 0
      Assets/Micro_Monsters/Mobile/Dragon_Mobile/_source/Materials.meta
  60. 二進制
      Assets/Micro_Monsters/Mobile/Dragon_Mobile/_source/Materials/micro_dragon_col.mat
  61. 6 0
      Assets/Micro_Monsters/Mobile/Dragon_Mobile/_source/Materials/micro_dragon_col.mat.meta
  62. 9 0
      Assets/Micro_Monsters/Mobile/Dragon_Mobile/_source/Models.meta
  63. 二進制
      Assets/Micro_Monsters/Mobile/Dragon_Mobile/_source/Models/micro_dragon_mobile.fbx
  64. 617 0
      Assets/Micro_Monsters/Mobile/Dragon_Mobile/_source/Models/micro_dragon_mobile.fbx.meta
  65. 9 0
      Assets/Micro_Monsters/Mobile/Dragon_Mobile/_source/Textures.meta
  66. 二進制
      Assets/Micro_Monsters/Mobile/Dragon_Mobile/_source/Textures/micro_dragon_col_mobile.tga
  67. 55 0
      Assets/Micro_Monsters/Mobile/Dragon_Mobile/_source/Textures/micro_dragon_col_mobile.tga.meta
  68. 二進制
      Assets/Micro_Monsters/Mobile/Dragon_Mobile/micro_dragon_mobile.prefab
  69. 6 0
      Assets/Micro_Monsters/Mobile/Dragon_Mobile/micro_dragon_mobile.prefab.meta
  70. 9 0
      Assets/Micro_Monsters/Standard.meta
  71. 9 0
      Assets/Micro_Monsters/Standard/Dragon.meta
  72. 9 0
      Assets/Micro_Monsters/Standard/Dragon/_source.meta
  73. 9 0
      Assets/Micro_Monsters/Standard/Dragon/_source/Materials.meta
  74. 二進制
      Assets/Micro_Monsters/Standard/Dragon/_source/Materials/micro_dragon_clean.mat
  75. 6 0
      Assets/Micro_Monsters/Standard/Dragon/_source/Materials/micro_dragon_clean.mat.meta
  76. 二進制
      Assets/Micro_Monsters/Standard/Dragon/_source/Materials/micro_dragon_transp.mat
  77. 6 0
      Assets/Micro_Monsters/Standard/Dragon/_source/Materials/micro_dragon_transp.mat.meta
  78. 9 0
      Assets/Micro_Monsters/Standard/Dragon/_source/Models.meta
  79. 9 0
      Assets/Micro_Monsters/Standard/Dragon/_source/Models/Materials.meta
  80. 二進制
      Assets/Micro_Monsters/Standard/Dragon/_source/Models/Materials/micro_dragon_clean_lambert7.mat
  81. 6 0
      Assets/Micro_Monsters/Standard/Dragon/_source/Models/Materials/micro_dragon_clean_lambert7.mat.meta
  82. 二進制
      Assets/Micro_Monsters/Standard/Dragon/_source/Models/micro_dragon.fbx
  83. 622 0
      Assets/Micro_Monsters/Standard/Dragon/_source/Models/micro_dragon.fbx.meta
  84. 9 0
      Assets/Micro_Monsters/Standard/Dragon/_source/Textures.meta
  85. 二進制
      Assets/Micro_Monsters/Standard/Dragon/_source/Textures/micro_dragon_col.tga
  86. 55 0
      Assets/Micro_Monsters/Standard/Dragon/_source/Textures/micro_dragon_col.tga.meta
  87. 二進制
      Assets/Micro_Monsters/Standard/Dragon/micro_dragon.prefab
  88. 6 0
      Assets/Micro_Monsters/Standard/Dragon/micro_dragon.prefab.meta
  89. 9 0
      Assets/Micro_Monsters/Standard/Ghost.meta
  90. 9 0
      Assets/Micro_Monsters/Standard/Ghost/_source.meta
  91. 9 0
      Assets/Micro_Monsters/Standard/Ghost/_source/Materials.meta
  92. 二進制
      Assets/Micro_Monsters/Standard/Ghost/_source/Materials/ghost2.mat
  93. 6 0
      Assets/Micro_Monsters/Standard/Ghost/_source/Materials/ghost2.mat.meta
  94. 二進制
      Assets/Micro_Monsters/Standard/Ghost/_source/Materials/ghost_transp.mat
  95. 6 0
      Assets/Micro_Monsters/Standard/Ghost/_source/Materials/ghost_transp.mat.meta
  96. 9 0
      Assets/Micro_Monsters/Standard/Ghost/_source/Models.meta
  97. 二進制
      Assets/Micro_Monsters/Standard/Ghost/_source/Models/micro_ghost.fbx
  98. 851 0
      Assets/Micro_Monsters/Standard/Ghost/_source/Models/micro_ghost.fbx.meta
  99. 9 0
      Assets/Micro_Monsters/Standard/Ghost/_source/Textures.meta
  100. 二進制
      Assets/Micro_Monsters/Standard/Ghost/_source/Textures/ghost_col.tga

二進制
Assets/1483104779_861425.png


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二進制
Assets/Bomb/Models/Bomb.fbx


+ 76 - 0
Assets/Bomb/Models/Bomb.fbx.meta

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二進制
Assets/Bomb/Models/Materials/Bomb.mat


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二進制
Assets/Bomb/Models/Materials/BombRope.mat


+ 8 - 0
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二進制
Assets/Bomb/Music/Incomptech - Glee Club Polka.mp3


+ 22 - 0
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二進制
Assets/Bomb/Physics Materials/PlayerMaterial.physicMaterial


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二進制
Assets/Bomb/Prefabs/BLCube.prefab


+ 8 - 0
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二進制
Assets/Bomb/Prefabs/Bomb.prefab


+ 8 - 0
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+ 40 - 0
Assets/Bomb/Prefabs/CubeStyle.cs

@@ -0,0 +1,40 @@
+using UnityEngine;
+using System.Collections;
+
+public class CubeStyle : MonoBehaviour {
+	public int Style;
+	public GameObject lifeCube;
+	public GameObject speedCube;
+	public GameObject bombCube;
+	// Use this for initialization
+	void Start () {
+	
+	}
+	
+	// Update is called once per frame
+	void Update () {
+	
+	}
+
+	public void OnTriggerEnter(Collider other){
+		if (other.CompareTag ("Explosion")) {
+			
+			if (Style == 1) {
+				Destroy (gameObject);
+				Instantiate (lifeCube, transform.position, transform.rotation);
+				Debug.Log ("2");
+			}
+			if (Style == 2) {
+				Destroy (gameObject);
+				Instantiate (speedCube, transform.position, transform.rotation);
+			}
+			if (Style == 3) {
+				Destroy (gameObject);
+				Instantiate (bombCube, transform.position, transform.rotation);
+			}
+
+		}
+	}
+
+
+}

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二進制
Assets/Bomb/Prefabs/Explosion.prefab


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二進制
Assets/Bomb/Prefabs/LifeCube.prefab


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二進制
Assets/Bomb/Prefabs/SpeedCube.prefab


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+ 67 - 0
Assets/Bomb/Scripts/Bomb.cs

@@ -0,0 +1,67 @@
+using UnityEngine;
+using System.Collections;
+
+public class Bomb : MonoBehaviour {
+	public GameObject explosionPrefab;
+	public LayerMask levelMask; 
+	public int explosionLength;
+	private bool exploded = false;
+
+	void Start () {
+		Invoke("Explode", 3f); 
+		levelMask = LayerMask.GetMask("Blocks");
+	
+	}
+	
+
+	void Update () {
+	
+	}
+
+
+
+
+	void Explode() {
+		Instantiate(explosionPrefab, transform.position + new Vector3(0,0,0.25f), Quaternion.identity); 
+		StartCoroutine(CreateExplosions(Vector3.forward)); 
+		StartCoroutine(CreateExplosions(Vector3.right)); 
+		StartCoroutine(CreateExplosions(Vector3.back)); 
+		StartCoroutine(CreateExplosions(Vector3.left)); 
+
+		GetComponent<MeshRenderer>().enabled = false; //2 
+		exploded = true;
+		transform.FindChild("Collider").gameObject.SetActive(false); //3 
+		Destroy(gameObject, .3f); //4 
+
+	} 
+
+	private IEnumerator CreateExplosions (Vector3 direction)
+	{ 
+		
+		for (int i = 1; i < explosionLength; i++) { 
+			RaycastHit hit; 
+			Physics.Raycast (transform.position + new Vector3 (0, .5f, 0), direction, out hit, i, levelMask); 
+			if (!hit.collider) { 
+				Instantiate (explosionPrefab, transform.position + (i * direction) + new Vector3(0,0,0.25f), 
+					explosionPrefab.transform.rotation);
+				
+			} else { 
+				if (hit.collider.CompareTag("CubeArea")) {
+					Instantiate (explosionPrefab, transform.position + (i * direction) + new Vector3(0,0,0.25f), 
+						explosionPrefab.transform.rotation);
+					break;
+				}
+				//Debug.Log ("Bomb");
+				break;
+			} 
+			yield return new WaitForSeconds (0.1f); 
+		}
+	}
+
+	public void OnTriggerEnter(Collider other){
+		if (!exploded && other.CompareTag ("Explosion")) {
+			CancelInvoke("Explode");
+			Explode ();
+		}
+	}
+}

+ 12 - 0
Assets/Bomb/Scripts/Bomb.cs.meta

@@ -0,0 +1,12 @@
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+guid: caf1b508edcd27c4fa152cd1e50f14c0
+timeCreated: 1480058252
+licenseType: Free
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+ 36 - 0
Assets/Bomb/Scripts/DestroySelf.cs

@@ -0,0 +1,36 @@
+/*
+ * Copyright (c) 2015 Razeware LLC
+ * 
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ * 
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software.
+ * 
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+ * THE SOFTWARE.
+ */
+
+
+using UnityEngine;
+using System.Collections;
+
+/// <summary>
+/// Small script for easily destroying an object after a while
+/// </summary>
+public class DestroySelf : MonoBehaviour {
+    public float Delay = 3f; //Delay in seconds before destroying the gameobject
+
+    void Start() {
+        Destroy(gameObject, Delay);
+    }
+}

+ 12 - 0
Assets/Bomb/Scripts/DestroySelf.cs.meta

@@ -0,0 +1,12 @@
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+guid: abba301d6ed51554084527518801d8f6
+timeCreated: 1454544815
+licenseType: Free
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+ 37 - 0
Assets/Bomb/Scripts/DisableTriggerOnPlayerExit.cs

@@ -0,0 +1,37 @@
+/*
+ * Copyright (c) 2015 Razeware LLC
+ * 
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ * 
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software.
+ * 
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+ * THE SOFTWARE.
+ */
+
+using UnityEngine;
+using System.Collections;
+
+/// <summary>
+/// This script makes sure that a bomb can be laid down at the player's feet without causing buggy movement when the player walks away.
+/// It disables the trigger on the collider, essentially making the object solid.
+/// </summary>
+public class DisableTriggerOnPlayerExit : MonoBehaviour {
+
+    public void OnTriggerExit(Collider other) {
+        if (other.gameObject.CompareTag("Player")) { // When the player exits the trigger area
+            GetComponent<Collider>().isTrigger = false; // Disable the trigger
+        }
+    }
+}

+ 12 - 0
Assets/Bomb/Scripts/DisableTriggerOnPlayerExit.cs.meta

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+licenseType: Free
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+ 30 - 0
Assets/Bomb/Scripts/GlobalStateManager.cs

@@ -0,0 +1,30 @@
+/*
+ * Copyright (c) 2015 Razeware LLC
+ * 
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ * 
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software.
+ * 
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+ * THE SOFTWARE.
+ */
+
+using UnityEngine;
+using System.Collections;
+
+public class GlobalStateManager : MonoBehaviour {
+    public void PlayerDied(int playerNumber) {
+
+    }
+}

+ 12 - 0
Assets/Bomb/Scripts/GlobalStateManager.cs.meta

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+ 157 - 0
Assets/Bomb/Scripts/Player.cs

@@ -0,0 +1,157 @@
+/*
+ * Copyright (c) 2015 Razeware LLC
+ * 
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ * 
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software.
+ * 
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+ * THE SOFTWARE.
+ */
+
+using UnityEngine;
+using System.Collections;
+using System;
+
+public class Player : MonoBehaviour {
+
+    //Player parameters
+    [Range(1, 2)] //Enables a nifty slider in the editor
+    public int playerNumber = 2; //Indicates what player this is: P1 or P2
+    public float moveSpeed = 5f;
+    public bool canDropBombs = true; //Can the player drop bombs?
+    public bool canMove = true; //Can the player move?
+
+    private int bombs = 2; //Amount of bombs the player has left to drop, gets decreased as the player drops a bomb, increases as an owned bomb explodes
+
+    //Prefabs
+    public GameObject bombPrefab;
+
+    //Cached components
+    private Rigidbody rigidBody;
+    private Transform myTransform;
+    private Animator animator;
+
+    // Use this for initialization
+    void Start() {
+        //Cache the attached components for better performance and less typing
+        rigidBody = GetComponent<Rigidbody>();
+        myTransform = transform;
+        animator = myTransform.FindChild("PlayerModel").GetComponent<Animator>();
+    }
+
+    // Update is called once per frame
+    void Update() {
+        UpdateMovement();
+    }
+
+    private void UpdateMovement() {
+        animator.SetBool("Walking", false);
+
+        if (!canMove) { //Return if player can't move
+            return;
+        }
+
+        //Depending on the player number, use different input for moving
+        if (playerNumber == 1) {
+            UpdatePlayer1Movement();
+        }
+        else {
+            UpdatePlayer2Movement();
+        }
+    }
+
+    /// <summary>
+    /// Updates Player 1's movement and facing rotation using the WASD keys and drops bombs using Space
+    /// </summary>
+    private void UpdatePlayer1Movement() {
+        if (Input.GetKey(KeyCode.W)) { //Up movement
+            rigidBody.velocity = new Vector3(rigidBody.velocity.x, rigidBody.velocity.y, moveSpeed);
+            myTransform.rotation = Quaternion.Euler(0, 0, 0);
+            animator.SetBool("Walking",true);
+        }
+
+        if (Input.GetKey(KeyCode.A)) { //Left movement
+            rigidBody.velocity = new Vector3(-moveSpeed, rigidBody.velocity.y, rigidBody.velocity.z);
+            myTransform.rotation = Quaternion.Euler(0, 270, 0);
+            animator.SetBool("Walking", true);
+        }
+
+        if (Input.GetKey(KeyCode.S)) { //Down movement
+            rigidBody.velocity = new Vector3(rigidBody.velocity.x, rigidBody.velocity.y, -moveSpeed);
+            myTransform.rotation = Quaternion.Euler(0, 180, 0);
+            animator.SetBool("Walking", true);
+        }
+
+        if (Input.GetKey(KeyCode.D)) { //Right movement
+            rigidBody.velocity = new Vector3(moveSpeed, rigidBody.velocity.y, rigidBody.velocity.z);
+            myTransform.rotation = Quaternion.Euler(0, 90, 0);
+            animator.SetBool("Walking", true);
+        }
+
+        if (canDropBombs && Input.GetKeyDown(KeyCode.Space)) { //Drop bomb
+            DropBomb();
+        }
+    }
+
+    /// <summary>
+    /// Updates Player 2's movement and facing rotation using the arrow keys and drops bombs using Enter or Return
+    /// </summary>
+    private void UpdatePlayer2Movement() {
+        if (Input.GetKey(KeyCode.UpArrow)) { //Up movement
+            rigidBody.velocity = new Vector3(rigidBody.velocity.x, rigidBody.velocity.y, moveSpeed);
+            myTransform.rotation = Quaternion.Euler(0, 0, 0);
+            animator.SetBool("Walking", true);
+        }
+
+        if (Input.GetKey(KeyCode.LeftArrow)) { //Left movement
+            rigidBody.velocity = new Vector3(-moveSpeed, rigidBody.velocity.y, rigidBody.velocity.z);
+            myTransform.rotation = Quaternion.Euler(0, 270, 0);
+            animator.SetBool("Walking", true);
+        }
+
+        if (Input.GetKey(KeyCode.DownArrow)) { //Down movement
+            rigidBody.velocity = new Vector3(rigidBody.velocity.x, rigidBody.velocity.y, -moveSpeed);
+            myTransform.rotation = Quaternion.Euler(0, 180, 0);
+            animator.SetBool("Walking", true);
+        }
+
+        if (Input.GetKey(KeyCode.RightArrow)) { //Right movement
+            rigidBody.velocity = new Vector3(moveSpeed, rigidBody.velocity.y, rigidBody.velocity.z);
+            myTransform.rotation = Quaternion.Euler(0, 90, 0);
+            animator.SetBool("Walking", true);
+        }
+
+        if (canDropBombs && (Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Return))) { //Drop Bomb. For Player 2's bombs, allow both the numeric enter as the return key or players without a numpad will be unable to drop bombs
+            DropBomb();
+        }
+    }
+
+    /// <summary>
+    /// Drops a bomb beneath the player
+    /// </summary>
+    private void DropBomb() {
+        if (bombPrefab) { //Check if bomb prefab is assigned first
+			Vector3 BombPos = new Vector3 (Mathf.RoundToInt (myTransform.position.x),
+				                  Mathf.RoundToInt (myTransform.position.y), Mathf.RoundToInt (myTransform.position.z));
+			Instantiate(bombPrefab, BombPos, bombPrefab.transform.rotation); 
+        }
+    }
+
+    public void OnTriggerEnter(Collider other) {
+        if (other.CompareTag("Explosion")) {
+            Debug.Log("P" + playerNumber + " hit by explosion!");
+        }
+    }
+}

+ 12 - 0
Assets/Bomb/Scripts/Player.cs.meta

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二進制
Assets/Bomb/Sound Effects/BombCharge.mp3


+ 22 - 0
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+ 22 - 0
Assets/BombLengthCube.cs

@@ -0,0 +1,22 @@
+using UnityEngine;
+using System.Collections;
+
+public class BombLengthCube : MonoBehaviour {
+
+	void Start () {
+		
+	}
+	
+
+	void Update () {
+	
+	}
+	void OnTriggerEnter(Collider other) {
+		
+		if (other.CompareTag ("Player")) {
+
+			Destroy (gameObject);
+		}
+
+	}
+}

+ 12 - 0
Assets/BombLengthCube.cs.meta

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+ 27 - 0
Assets/BtnScript.cs

@@ -0,0 +1,27 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.UI;
+public class BtnScript : MonoBehaviour {
+	public Button OkBtn;
+	public Image img;
+	public Text text;
+	// Use this for initialization
+	void Start () {
+
+		OkBtn.onClick.AddListener (() => {
+			Invoke("Onclick",5f);
+			text.text = " ";
+			img.color = new Color(255f,255f,255f,255f);
+		});
+	}
+	
+	// Update is called once per frame
+	void Update () {
+	
+	}
+
+	void Onclick(){
+		Application.LoadLevel ("Scene/Main");
+
+	}
+}

+ 12 - 0
Assets/BtnScript.cs.meta

@@ -0,0 +1,12 @@
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+ 22 - 0
Assets/CubeArea.cs

@@ -0,0 +1,22 @@
+using UnityEngine;
+using System.Collections;
+
+public class CubeArea : MonoBehaviour {
+
+	// Use this for initialization
+	void Start () {
+	
+	}
+	
+	// Update is called once per frame
+	void Update () {
+	
+	}
+
+	 void OnTriggerEnter(Collider other) {
+		if (other.CompareTag("Explosion")) {
+			Destroy (gameObject);
+	}}
+
+
+}

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Assets/CubeArea.cs.meta

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+ 48 - 0
Assets/GameController.cs

@@ -0,0 +1,48 @@
+using UnityEngine;
+using System.Collections;
+
+public class GameController : MonoBehaviour {
+	public int deadplayers;
+	public int deadplayernumber = -1;
+	public string text;
+	// Use this for initialization
+	void Start () {
+	
+	}
+	
+	// Update is called once per frame
+	void Update () {
+	
+	}
+
+	public void playerDied(int playernumber){
+		deadplayers++;
+		if (deadplayers == 1) {
+			deadplayernumber = playernumber;
+			Invoke ("CheckplayerDeath", .3f);
+		}
+	}
+
+	void CheckplayerDeath(){
+		if (deadplayers == 1) {
+			if (deadplayernumber == 1) {
+				text = "Player2 is Winner!";
+				Invoke ("RestartGame", 5f);
+			}
+			
+			else {
+				text = "Player1 is Winner!";
+				Invoke ("RestartGame", 5f);
+			}
+		} else {
+			text = "The game ended in a draw!";
+			Invoke ("RestartGame", 5f);
+		}
+	}
+
+	void RestartGame(){
+		Application.LoadLevel ("Scene/Scene1");
+	}
+
+
+}

+ 12 - 0
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+ 20 - 0
Assets/GameEndImg.cs

@@ -0,0 +1,20 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.UI;
+public class GameEndImg : MonoBehaviour {
+	public GameController gamecontroller;
+	Image img;
+	public Text text;
+	// Use this for initialization
+	void Start () {
+		img = GetComponent<Image> ();
+	}
+	
+	// Update is called once per frame
+	void Update () {
+		if (gamecontroller.deadplayers != 0) {
+			text.text = gamecontroller.text;
+			img.color = new Color (255f, 255f, 255f, 255f);
+		}
+	}
+}

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二進制
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+ModelImporter:
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+    100002: micro_dragon_clean:body_drag
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+    100006: micro_dragon_clean:eyes_drag
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+    armStretch: 0.05
+    legStretch: 0.05
+    feetSpacing: 0
+    rootMotionBoneName: 
+    hasTranslationDoF: 0
+  lastHumanDescriptionAvatarSource: {instanceID: 0}
+  animationType: 1
+  humanoidOversampling: 1
+  additionalBone: 1
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 9 - 0
Assets/Micro_Monsters/Standard/Ghost/_source/Textures.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 96835d1e0ed4b1741971e9f3e11fdd43
+folderAsset: yes
+timeCreated: 1489153554
+licenseType: Free
+DefaultImporter:
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

二進制
Assets/Micro_Monsters/Standard/Ghost/_source/Textures/ghost_col.tga


部分文件因文件數量過多而無法顯示