builds
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11
Scripts/Objects/GameState.cs
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11
Scripts/Objects/GameState.cs
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using System;
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using System.Collections.Generic;
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public struct GameState
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{
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public List<int> AlivePlayers { get; set; }
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public float CurrentDifficultyMultiplier { get; set; }
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}
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10
Scripts/Objects/ScoreTime.cs
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10
Scripts/Objects/ScoreTime.cs
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using System;
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using System.Collections.Generic;
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public class GenericVector<TX, TY>
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{
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public TX X { get; set; }
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public TY Y { get; set; }
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}
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92
Scripts/Objects/SessionData.cs
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92
Scripts/Objects/SessionData.cs
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using System;
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using System.Collections.Generic;
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public class SessionData
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{
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public DateTime Date { get; set; } //
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public int SessionNumber { get; set; }
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public double SessionTime { get; set; } //
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public Players Players { get; set; } = new(); //
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public Rules Rules { get; set; } = new(); //
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public List<Attempt> Attempts { get;
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set; }
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= new();
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public List<RegisteredPlayer> RegisteredPlayers { get; set; } = new(); //
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}
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public class Players
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{
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public bool OmnicientBot { get; set; }
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public bool ObserverBot { get; set; }
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public bool IteratorBot { get; set; }
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public bool Human { get; set; }
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} //
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public class RegisteredPlayer
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{
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public string Name { get; set; }
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public int Id { get; set; }
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public bool Human { get; set; }
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} //
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public class Rules
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{
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public bool Lasers { get; set; }
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public bool Missiles { get; set; }
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public bool BonusCoins { get; set; }
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public bool MalusCoins { get; set; }
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public bool ScoreOnDistance { get; set; }
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public bool ChangeSeedEachTry { get; set; }
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public bool UsesDefaultSeed { get; set; }
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public int MaxAttempts { get; set; }
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public int MaxSessionTime { get; set; }
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public float MaxDistance { get; set; }
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public float MaxSpeed { get; set; }
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public float StartSpeed { get; set; }
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public float DifficultyMultiplier { get; set; }
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public bool RushMode { get; set; }
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} //
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public class Attempt
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{
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public int AttemptNumber { get; set; } //
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public int Seed { get; set; } //
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public Dictionary<string, PlayerAttempt> PlayersAttempts { get; set; } = new();
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public List<LevelPrefab> Level { get; set; } = new(); //
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}
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public class PlayerAttempt
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{
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public string PlayerName { get; set; } //
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public int FinalScore { get; set; } //
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public int Distance { get; set; } //
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public int AttemptDurationTicks { get; set; } //
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public double AttemptDurationSeconds { get; set; } //
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public int TimeTouchingBorder { get; set; }
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public List<GenericVector<int, int>> PlayerScoresOverTicksTime { get; set; } = new(); //
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public List<TouchedGameObject> BonusTouched { get; set; } = new(); //
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public List<TouchedGameObject> ObstaclesTouched { get; set; } = new(); //
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}
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public class TouchedGameObject //
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{
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public string ObjectTypeName { get; set; }
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public string PrefabName { get; set; }
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public string FullObjectName { get; set; }
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public float GameSpeed { get; set; }
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public int TickTimeWhenTouched { get; set; }
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}
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public class LevelPrefab
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{
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public string PrefabName { get; set; }
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public int PrefabNumber { get; set; }
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public int TickTimeWhenTouched { get; set; }
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} //
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33
Scripts/Objects/Settings.cs
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33
Scripts/Objects/Settings.cs
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@@ -0,0 +1,33 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public static class Settings
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{
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public const string MaxSpeedSettingValue = "MaxSpeedSettingValue";
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public const string StartSpeedSettingValue = "StartSpeedSettingValue";
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public const string DifficultyMultiplierSettingValue = "DifficultyMultiplyerSettingValue";
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public const string RushModeSettingToggle = "RushModeSettingToggle";
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public const string MaxTrySettingValue = "MaxTrySettingValue";
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public const string MaxTimeSettingValue = "MaxTimeSettingValue";
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public const string MaxDistanceSettingValue = "MaxDistanceSettingValue";
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public const string LaserSettingToggle = "LaserSettingToggle";
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public const string MissileSettingToggle = "MissileSettingToggle";
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public const string CoinSettingToggle = "CoinSettingToggle";
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public const string BadCoinSettingToggle = "BadCoinSettingToggle";
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public const string SurviveScoreSettingToggle = "SurviveScoreSettingToggle";
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public const string ChangeSeedSetting = "ChangeSeedSetting";
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public const string UseDefaultSeedSetting = "UseDefaultSeedSetting";
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public const string DefaultSeedSettingValue = "DefaultSeedSettingValue";
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public const string CustomSeedSettingValue = "CustomSeedSettingValue";
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public const string OmnicientBotSelected = "OmnicientBotSelected";
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public const string ObserverBotSelected = "ObserverBotSelected";
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public const string IteratorBotSelected = "IteratorBotSelected";
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public const string HumanPlayerSelected = "HumanPlayerSelected";
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}
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