Add initial project files and configurations for Unity setup

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2025-12-12 22:04:14 +01:00
commit b6106cf82b
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# Created by https://www.toptal.com/developers/gitignore/api/unity
# Edit at https://www.toptal.com/developers/gitignore?templates=unity
### Unity ###
# 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
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
# End of https://www.toptal.com/developers/gitignore/api/unity

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title: URP Empty Template
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- heading: Welcome to the Universal Render Pipeline
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linkText:
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- heading: Forums
text:
linkText: Get answers and support
url: https://forum.unity.com/forums/universal-render-pipeline.383/
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using System;
using System.Collections.Generic;
using Core.Ports;
namespace Core.Domain
{
public class GameSession
{
private const string HighScoreKey = "HighScore";
public int Score { get; private set; }
public int HighScore { get; private set; }
public bool IsGameOver { get; private set; }
public event Action<int> OnScoreChanged;
public event Action<string> OnOrbSpawned;
public event Action OnOrbReset;
public event Action OnGameOver;
private readonly List<Tile> _tiles;
private readonly IPersistenceService _persistenceService;
private readonly Random _rng = new();
private int _playerFloorIndex = 0;
public GameSession(List<Tile> tiles, IPersistenceService persistenceService)
{
_tiles = tiles;
_persistenceService = persistenceService;
Score = 0;
IsGameOver = false;
HighScore = _persistenceService.Load(HighScoreKey, 0);
}
public void StartGame()
{
SpawnNextOrb();
}
public void OrbCollected()
{
if (IsGameOver) return;
Score += 10;
OnScoreChanged?.Invoke(Score);
SpawnNextOrb();
}
private void SpawnNextOrb()
{
var validTiles = _tiles.FindAll(t =>
t.CurrentState == TileState.Stable &&
t.Floor == _playerFloorIndex
);
if (validTiles.Count == 0)
{
validTiles = _tiles.FindAll(t => t.CurrentState == TileState.Stable);
}
if (validTiles.Count == 0)
{
EndGame();
return;
}
var pick = validTiles[_rng.Next(validTiles.Count)];
OnOrbSpawned?.Invoke(pick.Id);
}
public void EndGame()
{
if (IsGameOver) return;
IsGameOver = true;
if (Score > HighScore)
{
HighScore = Score;
_persistenceService.Save(HighScoreKey, HighScore);
}
OnGameOver?.Invoke();
}
public void SetPlayerFloor(int floorIndex)
{
if (_playerFloorIndex == floorIndex) return;
_playerFloorIndex = floorIndex;
if (IsGameOver) return;
OnOrbReset?.Invoke();
SpawnNextOrb();
}
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace Core.Domain
{
public static class MapPatterns
{
public static List<Vector2Int> GenerateSquare(int width, int height)
{
var positions = new List<Vector2Int>();
for (var x = 0; x < width; x++)
{
for (var y = 0; y < height; y++)
{
positions.Add(new Vector2Int(x, y));
}
}
return positions;
}
public static List<Vector2Int> GenerateCircle(int diameter)
{
var positions = new List<Vector2Int>();
var radius = diameter / 2.0f;
var center = new Vector2(radius, radius);
for (var x = 0; x < diameter; x++)
{
for (var y = 0; y < diameter; y++)
{
if (Vector2.Distance(new Vector2(x, y), center) <= radius)
{
positions.Add(new Vector2Int(x, y));
}
}
}
return positions;
}
public static List<Vector2Int> GenerateDonut(int diameter, int holeSize)
{
var positions = new List<Vector2Int>();
var radius = diameter / 2.0f;
var holeRadius = holeSize / 2.0f;
var center = new Vector2(radius, radius);
for (var x = 0; x < diameter; x++)
{
for (var y = 0; y < diameter; y++)
{
var dist = Vector2.Distance(new Vector2(x, y), center);
if (dist <= radius && dist >= holeRadius)
{
positions.Add(new Vector2Int(x, y));
}
}
}
return positions;
}
}
}

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using System;
namespace Core.Domain
{
public class Tile
{
public string Id { get; }
public int Floor { get; }
public TileState CurrentState { get; private set; }
private readonly float _warningDuration;
private readonly float _fallingDuration;
private float _stateTimer;
public event Action<Tile> OnStateChanged;
public Tile(string id, int floor, float warningDuration, float fallingDuration)
{
Id = id;
Floor = floor;
_warningDuration = warningDuration;
_fallingDuration = fallingDuration;
CurrentState = TileState.Stable;
}
public void StepOn()
{
if (CurrentState == TileState.Stable)
{
TransitionTo(TileState.Warning);
}
}
public void Tick(float deltaTime)
{
if (CurrentState == TileState.Stable || CurrentState == TileState.Destroyed) return;
_stateTimer += deltaTime;
if (CurrentState == TileState.Warning && _stateTimer >= _warningDuration)
{
TransitionTo(TileState.Falling);
}
else if (CurrentState == TileState.Falling && _stateTimer >= _fallingDuration)
{
TransitionTo(TileState.Destroyed);
}
}
private void TransitionTo(TileState newState)
{
CurrentState = newState;
_stateTimer = 0f;
OnStateChanged?.Invoke(this);
}
}
}

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namespace Core.Domain
{
public enum TileState
{
Stable,
Warning,
Falling,
Destroyed
}
}

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namespace Core.Ports
{
public interface IPersistenceService
{
void Save(string key, int value);
int Load(string key, int defaultValue = 0);
}
}

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using Core.Domain;
namespace Core.Ports
{
public interface ITileView
{
string TileId { get; }
void Initialize(Tile tile);
void SetVisualState(TileState state);
void DropPhysics();
void Dispose();
}
}

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using KBCore.Refs;
using UnityEngine;
namespace Infrastructure.Unity
{
public class CameraController : MonoBehaviour
{
[SerializeField] private Transform target;
[SerializeField] private Vector3 offset = new(-20, 20, -20);
[SerializeField] private float smoothSpeed = 5f;
private void LateUpdate()
{
if (!target) return;
// We follow the player, but we might want to clamp X/Z movement
// so the camera doesn't jitter too much, only tracking Y (falling).
// For a dynamic feel, let's track everything loosely.
var desiredPos = target.position + offset;
transform.position = Vector3.Lerp(transform.position, desiredPos, Time.deltaTime * smoothSpeed);
}
public void SetTarget(Transform newTarget)
{
target = newTarget;
}
}
}

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using System;
using UnityEngine;
namespace Infrastructure.Unity
{
[RequireComponent(typeof(BoxCollider))]
public class DeathPlaneAdapter : MonoBehaviour
{
public event Action OnPlayerFell;
private void OnTriggerEnter(Collider other)
{
if (other.TryGetComponent<PlayerController>(out var player))
{
OnPlayerFell?.Invoke();
}
else if (other.TryGetComponent<TileViewAdapter>(out var tile))
{
Destroy(tile.gameObject);
}
}
private void OnDrawGizmos()
{
Gizmos.color = new Color(1f, 0f, 0f, 0.3f);
Gizmos.DrawCube(transform.position, transform.localScale);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using Core.Domain;
using Core.Ports;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Infrastructure.Unity
{
public class GameBootstrap : MonoBehaviour
{
[Header("Infrastructure")]
[SerializeField] private LevelGenerator levelGenerator;
[SerializeField] private OrbViewAdapter orbPrefab;
[SerializeField] private PlayerController playerPrefab;
[SerializeField] private DeathPlaneAdapter deathPlanePrefab;
[SerializeField] private SoundManager soundManager;
[SerializeField] private CameraController cameraController;
[Header("Level Generation")]
[SerializeField] private int floorsCount = 3;
[SerializeField] private float floorHeightDistance = 15f;
[Header("Ui")]
[SerializeField] private TMP_Text scoreText;
[SerializeField] private TMP_Text highScoreText;
[SerializeField] private GameObject gameOverUi;
[SerializeField] private GameObject startScreenUi;
[Header("Settings")]
[SerializeField] private float restartTime = 3f;
private readonly List<Tile> _allTiles = new();
private readonly Dictionary<string, TileViewAdapter> _tileViews = new();
private GameSession _gameSession;
private IPersistenceService _persistenceService;
private InputSystem_Actions _actions;
private PlayerController _playerInstance;
private GameObject _currentOrbInstance;
private bool _isGameRunning;
private void OnEnable()
{
_actions = new InputSystem_Actions();
_actions.Player.Enable();
}
private void OnDisable()
{
_actions.Player.Disable();
}
private void Start()
{
if (levelGenerator) levelGenerator.Generate(soundManager, _allTiles, _tileViews);
SpawnDeathPlane();
SpawnPlayer();
if (gameOverUi) gameOverUi.SetActive(false);
if (startScreenUi) startScreenUi.SetActive(true);
_persistenceService = new PlayerPrefsPersistenceAdapter();
_gameSession = new GameSession(_allTiles, _persistenceService);
WireEvents();
UpdateScoreUi(_gameSession.Score);
}
private void Update()
{
if (!_isGameRunning)
{
if (_actions.Player.StartGame.triggered)
{
StartGameSequence();
}
return;
}
if (_playerInstance)
{
var playerY = _playerInstance.transform.position.y;
var currentFloor = Mathf.RoundToInt(-playerY / floorHeightDistance);
currentFloor = Mathf.Clamp(currentFloor, 0, floorsCount - 1);
_gameSession.SetPlayerFloor(currentFloor);
}
var dt = Time.deltaTime;
for (var i = _allTiles.Count - 1; i >= 0; i--)
{
_allTiles[i].Tick(dt);
}
}
private void SpawnVisualOrb(string tileId)
{
if (_currentOrbInstance) Destroy(_currentOrbInstance);
if (!_tileViews.TryGetValue(tileId, out var tileView)) return;
if (!tileView) return;
var spawnPos = tileView.transform.position + Vector3.up;
var orb = Instantiate(orbPrefab, spawnPos, Quaternion.identity);
orb.OnCollected += () => _gameSession.OrbCollected();
_currentOrbInstance = orb.gameObject;
}
private void HandleOrbReset()
{
if (_currentOrbInstance)
{
Destroy(_currentOrbInstance);
}
}
private void UpdateScoreUi(int newScore)
{
if (!scoreText) return;
scoreText.text = $"Data: {newScore}";
if (highScoreText) highScoreText.text = $"BEST: {_gameSession.HighScore}";
}
private void SpawnPlayer()
{
var spawnPos = new Vector3(0f, 5f, 0f);
_playerInstance = Instantiate(playerPrefab, spawnPos, Quaternion.identity);
_playerInstance.enabled = false;
_playerInstance.Rigidbody.isKinematic = true;
if (cameraController)
{
cameraController.SetTarget(_playerInstance.transform);
}
}
private void SpawnDeathPlane()
{
if (!levelGenerator) return;
var lowestY = -(levelGenerator.FloorsCount * levelGenerator.FloorHeightDistance) - 5f;
var pos = new Vector3(levelGenerator.GridSizeX / 2f, lowestY, levelGenerator.GridSizeY / 2f);
var plane = Instantiate(deathPlanePrefab, pos, Quaternion.identity);
plane.transform.localScale = new Vector3(levelGenerator.GridSizeX * 2f, 1f, levelGenerator.GridSizeY * 2f);
plane.OnPlayerFell += () => _gameSession.EndGame();
}
private void HandleGameOver()
{
_isGameRunning = false;
if (gameOverUi) gameOverUi.SetActive(true);
StartCoroutine(RestartRoutine());
}
private IEnumerator RestartRoutine()
{
yield return new WaitForSeconds(restartTime);
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
private void WireEvents()
{
_gameSession.OnScoreChanged += UpdateScoreUi;
_gameSession.OnOrbSpawned += SpawnVisualOrb;
_gameSession.OnOrbReset += HandleOrbReset;
_gameSession.OnGameOver += HandleGameOver;
if (!soundManager) return;
_gameSession.OnScoreChanged += _ => soundManager.PlayScore();
_gameSession.OnGameOver += () =>
{
soundManager.StopMusic();
soundManager.PlayGameOver();
};
}
private void StartGameSequence()
{
_isGameRunning = true;
if (startScreenUi) startScreenUi.SetActive(false);
if (soundManager)
{
soundManager.PlayGameStart();
soundManager.PlayMusic();
}
if (_playerInstance)
{
_playerInstance.enabled = true;
_playerInstance.Rigidbody.isKinematic = false;
}
_gameSession.StartGame();
}
}
}

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using System.Collections.Generic;
using Core.Domain;
using UnityEngine;
namespace Infrastructure.Unity
{
public class LevelGenerator : MonoBehaviour
{
[Header("Prefabs")]
[SerializeField] private TileViewAdapter tilePrefab;
[SerializeField] private ParticleSystem tileBreakVfxPrefab;
[Header("Settings")]
[SerializeField] private int gridSizeX = 10;
[SerializeField] private int gridSizeY = 10;
[SerializeField] private int floorsCount = 3;
[SerializeField] private float floorHeightDistance = 15f;
[SerializeField] private float decayTime = 0.5f;
[SerializeField] private float fallingTime = 2.0f;
public float FloorHeightDistance => floorHeightDistance;
public int FloorsCount => floorsCount;
public int GridSizeX => gridSizeX;
public int GridSizeY => gridSizeY;
public void Generate(SoundManager soundManager, List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews)
{
GenerateFloor(0, MapPatterns.GenerateSquare(gridSizeX, gridSizeY), soundManager, allTiles, tileViews);
GenerateFloor(1, MapPatterns.GenerateDonut(gridSizeX, Mathf.FloorToInt(gridSizeX / 3f)), soundManager, allTiles, tileViews);
GenerateFloor(2, MapPatterns.GenerateCircle(gridSizeX), soundManager, allTiles, tileViews);
}
private void GenerateFloor(int floorIndex, List<Vector2Int> coordinates, SoundManager soundManager,
List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews)
{
var yOffset = -(floorIndex * floorHeightDistance);
var xOffset = gridSizeX / 2f;
var zOffset = gridSizeY / 2f;
foreach (var coord in coordinates)
{
var pos = new Vector3(coord.x - xOffset, yOffset, coord.y - zOffset);
CreateTile(pos, $"{floorIndex}_{coord.x}_{coord.y}", floorIndex, soundManager, allTiles, tileViews);
}
}
private void CreateTile(Vector3 position, string id, int floorIndex, SoundManager soundManager,
List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews)
{
var go = Instantiate(tilePrefab, position, Quaternion.identity, transform);
go.transform.localScale = Vector3.one * 0.95f;
var tileLogic = new Tile(id, floorIndex, decayTime, fallingTime);
go.Initialize(tileLogic);
if (soundManager)
{
tileLogic.OnStateChanged += (t) =>
{
if (t.CurrentState == TileState.Warning)
{
soundManager.PlayTileWarning(position);
}
else if (t.CurrentState == TileState.Falling)
{
soundManager.PlayTileBreak(position);
if (tileBreakVfxPrefab)
{
Instantiate(tileBreakVfxPrefab, position, Quaternion.identity);
}
}
};
}
allTiles.Add(tileLogic);
tileViews.Add(id, go);
}
}
}

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using System;
using UnityEngine;
namespace Infrastructure.Unity
{
public class OrbViewAdapter : MonoBehaviour
{
public event Action OnCollected;
private void OnTriggerEnter(Collider other)
{
if (other.TryGetComponent<PlayerController>(out var player))
{
OnCollected?.Invoke();
Destroy(gameObject);
}
}
}
}

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using System;
using KBCore.Refs;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Infrastructure.Unity
{
[RequireComponent(typeof(Rigidbody))]
public class PlayerController : MonoBehaviour
{
[Header("Movement Settings")]
[SerializeField]
private float moveSpeed = 8f;
[SerializeField] private float maxVelocityChange = 10f;
[Header("Interaction")]
[SerializeField] private LayerMask tileLayer;
[SerializeField] private float groundCheckDistance = 1.5f;
[Self] [SerializeField] private Rigidbody rb;
private InputSystem_Actions _actions;
private Vector2 _moveInput;
public Rigidbody Rigidbody => rb;
private void OnEnable()
{
_actions.Player.Enable();
_actions.Player.Move.performed += OnMovePerformed;
_actions.Player.Move.canceled += OnMoveCanceled;
}
private void OnDisable()
{
_actions.Player.Move.performed -= OnMovePerformed;
_actions.Player.Move.canceled -= OnMoveCanceled;
_actions.Player.Disable();
}
private void Awake()
{
_actions = new InputSystem_Actions();
rb.freezeRotation = true;
rb.useGravity = true;
}
private void FixedUpdate()
{
HandleMovement();
DetectGround();
}
private void HandleMovement()
{
var targetVelocity = new Vector3(_moveInput.x, 0f, _moveInput.y) * moveSpeed;
var velocity = rb.linearVelocity;
var velocityChange = (targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0f;
rb.AddForce(velocityChange, ForceMode.VelocityChange);
}
private void DetectGround()
{
if (Physics.Raycast(transform.position, Vector3.down, out var hit, groundCheckDistance, tileLayer))
{
if (hit.collider.TryGetComponent<TileViewAdapter>(out var tileAdapter))
{
tileAdapter.OnPlayerStep();
}
}
}
private void OnMovePerformed(InputAction.CallbackContext ctx)
{
_moveInput = ctx.ReadValue<Vector2>();
}
private void OnMoveCanceled(InputAction.CallbackContext ctx)
{
_moveInput = Vector2.zero;
}
}
}

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guid: 49a47df4933945dab48ae9018643dd67
timeCreated: 1765562408

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using Core.Ports;
using UnityEngine;
namespace Infrastructure.Unity
{
public class PlayerPrefsPersistenceAdapter : IPersistenceService
{
public void Save(string key, int value)
{
PlayerPrefs.SetInt(key, value);
PlayerPrefs.Save();
}
public int Load(string key, int defaultValue = 0)
{
return PlayerPrefs.GetInt(key, defaultValue);
}
}
}

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fileFormatVersion: 2
guid: 3ca0344bb0e64ebe82a4209351b6faa8
timeCreated: 1765568985

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using System;
using KBCore.Refs;
using UnityEngine;
namespace Infrastructure.Unity
{
[RequireComponent(typeof(AudioSource))]
public class SoundManager : MonoBehaviour
{
[Header("Music")]
[SerializeField] private AudioClip bgMusicClip;
[Header("Sound Effects")]
[SerializeField] private AudioClip startClip;
[SerializeField] private AudioClip scoreClip;
[SerializeField] private AudioClip gameOverClip;
[SerializeField] private AudioClip tileWarningClip;
[SerializeField] private AudioClip tileBreakClip;
[Self] [SerializeField] private AudioSource musicSource;
[Self] [SerializeField] private AudioSource sfxSource;
private void Awake()
{
musicSource.loop = true;
musicSource.playOnAwake = false;
}
public void PlayMusic()
{
if (!bgMusicClip) return;
musicSource.clip = bgMusicClip;
musicSource.Play();
}
public void StopMusic()
{
musicSource.Stop();
}
public void PlayGameStart() => PlaySfx(startClip);
public void PlayScore() => PlaySfx(scoreClip);
public void PlayGameOver() => PlaySfx(gameOverClip);
public void PlayTileBreak(Vector3 position)
{
if (!tileBreakClip) return;
AudioSource.PlayClipAtPoint(tileBreakClip, position, 1f);
}
public void PlayTileWarning(Vector3 position)
{
if (!tileWarningClip) return;
AudioSource.PlayClipAtPoint(tileWarningClip, position, 0.5f);
}
private void PlaySfx(AudioClip clip)
{
if (!clip) return;
sfxSource.PlayOneShot(clip);
}
}
}

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fileFormatVersion: 2
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using System;
using System.Collections;
using Core.Domain;
using Core.Ports;
using KBCore.Refs;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Infrastructure.Unity
{
[RequireComponent(typeof(MeshRenderer), typeof(Rigidbody))]
public class TileViewAdapter : MonoBehaviour, ITileView
{
private Tile _linkedTile;
public string TileId { get; private set; }
[Header("Visuals Settings")]
[SerializeField] private Color stableColor = new Color(0.2f, 0.2f, 0.2f); // Dark Grey
[SerializeField] private Color warningColor = new Color(1f, 0.2f, 0.2f); // Neon Red
[SerializeField] private float colorSpeed = 2f;
[Self] [SerializeField] private Rigidbody rb;
[Self] [SerializeField] private MeshRenderer meshRenderer;
public Rigidbody Rigidbody => rb;
public MeshRenderer MeshRenderer => meshRenderer;
private MaterialPropertyBlock _propBlock;
private static readonly int ColorProperty = Shader.PropertyToID("_BaseColor");
private void Awake()
{
_propBlock = new MaterialPropertyBlock();
rb.isKinematic = true;
rb.useGravity = false;
}
public void Initialize(Tile tile)
{
_linkedTile = tile;
TileId = tile.Id;
SetColor(stableColor);
_linkedTile.OnStateChanged += OnTileStateChanged;
}
private void OnTileStateChanged(Tile tile)
{
SetVisualState(tile.CurrentState);
}
public void SetVisualState(TileState state)
{
switch (state)
{
case TileState.Stable:
StartCoroutine(AnimateColor(stableColor));
break;
case TileState.Warning:
StartCoroutine(AnimateColor(warningColor));
break;
case TileState.Falling:
DropPhysics();
// Optionally change material or add effects for falling state
break;
case TileState.Destroyed:
Dispose();
// Optionally change material or add effects for destroyed state
break;
default:
throw new ArgumentOutOfRangeException(nameof(state), state, null);
}
}
public void DropPhysics()
{
rb.isKinematic = false;
rb.useGravity = true;
// rb.AddTorque(Random.insideUnitSphere * 5f, ForceMode.Impulse);
}
public void Dispose()
{
StartCoroutine(ShrinkAndDestroy());
}
public void OnPlayerStep()
{
_linkedTile?.StepOn();
}
private void SetColor(Color color)
{
meshRenderer.GetPropertyBlock(_propBlock);
_propBlock.SetColor(ColorProperty, color);
meshRenderer.SetPropertyBlock(_propBlock);
}
private IEnumerator AnimateColor(Color targetColor)
{
meshRenderer.GetPropertyBlock(_propBlock);
var startColor = _propBlock.GetColor(ColorProperty);
var t = 0f;
while (t < 1f)
{
t += Time.deltaTime * colorSpeed;
SetColor(Color.Lerp(startColor, targetColor, t));
yield return null;
}
}
private IEnumerator ShrinkAndDestroy()
{
var t = 0f;
var startScale = transform.localScale;
while (t < 1f)
{
t += Time.deltaTime;
transform.localScale = Vector3.Lerp(startScale, Vector3.zero, t);
yield return null;
}
Destroy(gameObject);
}
private void OnDestroy()
{
if (_linkedTile != null)
{
_linkedTile.OnStateChanged -= OnTileStateChanged;
}
}
}
}

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Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

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