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    "path": "Assets/Scripts/Editor/FilterHierarchyEditor.cs",
    "content": "using System.Collections.Generic;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace NewBark.Editor\n{\n    public class FilterHierarchyEditor : EditorWindow\n    {\n        FilterOptions filterOptions = FilterOptions.Tag;\n        string selectedTag = \"Untagged\";\n        int layer = 0;\n        bool filterInactive;\n        List<int> objectIndex = new List<int>();\n\n        [MenuItem(\"NewBark/Filter Hierarchy\")]\n        static void Init()\n        {\n            FilterHierarchyEditor filter = (FilterHierarchyEditor) EditorWindow.GetWindow(typeof(FilterHierarchyEditor));\n            filter.Show();\n        }\n\n        void OnGUI()\n        {\n            EditorGUILayout.PrefixLabel(\"Filtering Options\");\n            filterInactive = EditorGUILayout.Toggle(\"Filter Inactive\", filterInactive);\n            filterOptions = (FilterOptions) EditorGUILayout.EnumPopup(\"Filter By\", filterOptions);\n            if (filterOptions == FilterOptions.Tag)\n            {\n                selectedTag = EditorGUILayout.TagField(\"Select Tag\", selectedTag);\n                if (GUILayout.Button(\"Filter by Tag\"))\n                {\n                    filterSelected(filterOptions);\n                }\n            }\n            else if (filterOptions == FilterOptions.Layer)\n            {\n                layer = EditorGUILayout.LayerField(\"Select Layer\", layer);\n                if (GUILayout.Button(\"Filter by Layer\"))\n                {\n                    filterSelected(filterOptions);\n                }\n            }\n            else\n            {\n                selectedTag = EditorGUILayout.TagField(\"Select Tag\", selectedTag);\n                layer = EditorGUILayout.LayerField(\"Select Layer\", layer);\n                if (GUILayout.Button(\"Filter by All\"))\n                {\n                    filterSelected(filterOptions);\n                }\n            }\n\n            EditorGUILayout.Space();\n            EditorGUILayout.BeginHorizontal();\n            if (Selection.objects.Length >= 1)\n            {\n                if (GUILayout.Button(\"Save Selection\"))\n                {\n                    int[] selectionIDs = Selection.instanceIDs;\n                    var saveStr = string.Empty;\n                    foreach (int i in selectionIDs)\n                        saveStr += i.ToString() + \";\";\n                    saveStr = saveStr.TrimEnd(char.Parse(\";\"));\n                    EditorPrefs.SetString(\"SelectedIDs\", saveStr);\n                }\n            }\n\n            if (EditorPrefs.HasKey(\"SelectedIDs\"))\n            {\n                if (GUILayout.Button(\"Load Selection\"))\n                {\n                    string[] strIDs = EditorPrefs.GetString(\"SelectedIDs\").Split(char.Parse(\";\"));\n                    int[] ids = new int[strIDs.Length];\n                    for (var i = 0; i < strIDs.Length; i++)\n                        ids[i] = int.Parse(strIDs[i]);\n                    Selection.instanceIDs = ids;\n                }\n            }\n\n            EditorGUILayout.EndHorizontal();\n        }\n\n        void OnInspectorUpdate()\n        {\n            Repaint();\n        }\n\n        Object[] selectAll()\n        {\n            return Resources.FindObjectsOfTypeAll(typeof(GameObject)) as Object[];\n        }\n\n        Object[] selectActive()\n        {\n            return Object.FindObjectsOfType(typeof(GameObject)) as Object[];\n        }\n\n        void filterSelected(FilterOptions ops)\n        {\n            Object[] selected = filterInactive ? selectAll() : selectActive();\n\n            objectIndex = new List<int>();\n            for (int i = 0; i < selected.Length; i++)\n            {\n                GameObject g = (GameObject) selected[i] as GameObject;\n\n                if (ops == FilterOptions.Tag && g.tag == selectedTag)\n                {\n                    objectIndex.Add(i);\n                }\n                else if (ops == FilterOptions.Layer && g.layer == layer)\n                {\n                    objectIndex.Add(i);\n                }\n                else if (ops == FilterOptions.Both && g.layer == layer && g.tag == selectedTag)\n                {\n                    objectIndex.Add(i);\n                }\n            }\n\n            Object[] newSelected = new Object[objectIndex.Count];\n            for (int i = 0; i < objectIndex.Count; i++)\n            {\n                newSelected[i] = selected[objectIndex[i]];\n            }\n\n            Selection.objects = newSelected;\n        }\n    }\n}\n"
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  },
  {
    "path": "Assets/Scripts/Editor/FilterOptions.cs",
    "content": "namespace NewBark.Editor\n{\n    enum FilterOptions\n    {\n        Tag,\n        Layer,\n        Both\n    }\n}\n"
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    "path": "Assets/Scripts/Editor/FilterOptions.cs.meta",
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  {
    "path": "Assets/Scripts/Editor/LayerAttributeEditor.cs",
    "content": "using NewBark.Attributes;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace NewBark.Editor\n{\n    [CustomPropertyDrawer(typeof(LayerAttribute))]\n    public class LayerAttributeDrawer : PropertyDrawer\n    {\n        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)\n        {\n            if (property.propertyType != SerializedPropertyType.Integer)\n            {\n                EditorGUI.LabelField(position, \"The property has to be a layer for LayerAttribute to work!\");\n                return;\n            }\n\n            property.intValue = EditorGUI.LayerField(position, label, property.intValue);\n        }\n    }\n}\n"
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    "path": "Assets/Scripts/Editor/TagAttributeEditor.cs",
    "content": "using NewBark.Attributes;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace NewBark.Editor\n{\n    [CustomPropertyDrawer(typeof(TagAttribute))]\n    public class TagAttributeDrawer : PropertyDrawer\n    {\n        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)\n        {\n            if (property.propertyType != SerializedPropertyType.String)\n            {\n                EditorGUI.LabelField(position, \"The property has to be a tag for TagAttribute to work!\");\n                return;\n            }\n\n            property.stringValue = EditorGUI.TagField(position, label, property.stringValue);\n        }\n    }\n}\n"
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  {
    "path": "Assets/Scripts/NewBark/AnimationController.cs",
    "content": "using NewBark.Input;\nusing UnityEngine;\n\nnamespace NewBark\n{\n    [RequireComponent(typeof(Animator))]\n    public class AnimationController : MonoBehaviour\n    {\n        public Animator Animator => GetComponent<Animator>();\n\n        private static readonly int MoveX = Animator.StringToHash(\"MoveX\");\n        private static readonly int MoveY = Animator.StringToHash(\"MoveY\");\n        private static readonly int LastMoveX = Animator.StringToHash(\"LastMoveX\");\n        private static readonly int LastMoveY = Animator.StringToHash(\"LastMoveY\");\n        private static readonly int Speed = Animator.StringToHash(\"Speed\");\n\n        public void UpdateAnimation(Vector2 position, Vector2 lastPosition, float speed)\n        {\n            Animator.SetFloat(MoveX, position.x);\n            Animator.SetFloat(MoveY, position.y);\n            Animator.SetFloat(LastMoveX, lastPosition.x);\n            Animator.SetFloat(LastMoveY, lastPosition.y);\n            UpdateAnimation(speed);\n        }\n\n        public void UpdateAnimation(Vector2 position)\n        {\n            Animator.SetFloat(MoveX, position.x);\n            Animator.SetFloat(MoveY, position.y);\n        }\n\n        public void UpdateAnimation(Vector2 position, Vector2 lastPosition)\n        {\n            Animator.SetFloat(MoveX, position.x);\n            Animator.SetFloat(MoveY, position.y);\n            Animator.SetFloat(LastMoveX, lastPosition.x);\n            Animator.SetFloat(LastMoveY, lastPosition.y);\n        }\n\n        public void UpdateAnimation(float speed)\n        {\n            Animator.speed = speed;\n            Animator.SetFloat(Speed, speed);\n        }\n\n        public void StopAnimation()\n        {\n            Animator.SetFloat(Speed, 0);\n        }\n\n        public bool IsPlayingAnimation()\n        {\n            return Animator.GetFloat(Speed) > 0;\n        }\n\n        public void UpdateAnimation(GameButton btn)\n        {\n            var pos = GameManager.Input.ButtonToVector2(btn);\n            UpdateAnimation(pos, pos);\n        }\n\n        public Vector2 GetAnimationDirection()\n        {\n            if (Animator.GetFloat(MoveX) > 0)\n            {\n                return Vector2.right;\n            }\n\n            if (Animator.GetFloat(MoveX) < 0)\n            {\n                return Vector2.left;\n            }\n\n            if (Animator.GetFloat(MoveY) > 0)\n            {\n                return Vector2.up;\n            }\n\n            if (Animator.GetFloat(MoveY) < 0)\n            {\n                return Vector2.down;\n            }\n\n            return Vector2.down;\n        }\n\n        public Vector2 GetLastAnimationDirection()\n        {\n            if (Animator.GetFloat(LastMoveX) > 0)\n            {\n                return Vector2.right;\n            }\n\n            if (Animator.GetFloat(LastMoveX) < 0)\n            {\n                return Vector2.left;\n            }\n\n            if (Animator.GetFloat(LastMoveY) > 0)\n            {\n                return Vector2.up;\n            }\n\n            if (Animator.GetFloat(LastMoveY) < 0)\n            {\n                return Vector2.down;\n            }\n\n            return Vector2.down;\n        }\n    }\n}\n"
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  {
    "path": "Assets/Scripts/NewBark/Attributes/LayerAttribute.cs",
    "content": "using System;\nusing UnityEngine;\n\nnamespace NewBark.Attributes\n{\n    [AttributeUsage(AttributeTargets.Field)]\n    public class LayerAttribute : PropertyAttribute\n    { \n        //\n    }\n}\n"
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    "path": "Assets/Scripts/NewBark/Attributes/TagAttribute.cs",
    "content": "using System;\nusing UnityEngine;\n\nnamespace NewBark.Attributes\n{\n    [AttributeUsage(AttributeTargets.Field)]\n    public class TagAttribute : PropertyAttribute\n    { \n        //\n    }\n}\n"
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  },
  {
    "path": "Assets/Scripts/NewBark/Audio/AudioChannel.cs",
    "content": "namespace NewBark.Audio\n{\n    public enum AudioChannel\n    {\n        BGM,\n        SFX\n    }\n}"
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    "path": "Assets/Scripts/NewBark/Audio/AudioController.cs",
    "content": "using System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing NewBark.Support.Extensions;\nusing UnityEngine;\n\nnamespace NewBark.Audio\n{\n    public class AudioController : MonoBehaviour\n    {\n        public float bgmVolume = 0.075f;\n        public float sfxVolume = 0.35f;\n\n        [Tooltip(\"Fade-out transition time when switching BGM audio clip.\")]\n        public float bgmTransitionTime = 1.2f;\n\n        private bool _loaded;\n\n        private Dictionary<AudioChannel, AudioSource> _channels;\n        public AudioSource BgmChannel => _channels[AudioChannel.BGM];\n        public AudioSource SfxChannel => _channels[AudioChannel.SFX];\n\n        private void OnValidate()\n        {\n            if (!_loaded)\n            {\n                return;\n            }\n\n            // update when changed in editor\n            BgmChannel.volume = bgmVolume;\n            SfxChannel.volume = sfxVolume;\n        }\n\n        private void Awake()\n        {\n            // GameObjects cannot be instantiated in constructors!\n            // Components cannot be instantiated, only added to GameObjects!\n            // This is the only way to create a dictionary with a Component:\n            _channels = new Dictionary<AudioChannel, AudioSource>\n            {\n                {AudioChannel.BGM, CreateAudioSource(\"BGM_Channel\")},\n                {AudioChannel.SFX, CreateAudioSource(\"SFX_Channel\")}\n            };\n        }\n\n        private AudioSource CreateAudioSource(string gameObjectName)\n        {\n            return new GameObject(gameObjectName).SetParent(this).AddComponent<AudioSource>();\n        }\n\n        private void Start()\n        {\n            BgmChannel.loop = true;\n            BgmChannel.playOnAwake = false;\n            BgmChannel.volume = bgmVolume;\n\n            SfxChannel.loop = false;\n            SfxChannel.playOnAwake = false;\n            SfxChannel.volume = sfxVolume;\n\n            _loaded = true;\n        }\n\n        public void PlayBgmTransition(AudioClip newClip, float delay = 0)\n        {\n            if (newClip == BgmChannel.clip && BgmChannel.isPlaying)\n            {\n                return;\n            }\n\n            if (!BgmChannel.isPlaying || bgmTransitionTime == 0)\n            {\n                Play(BgmChannel, newClip, delay);\n                return;\n            }\n\n            StartCoroutine(PlayBgmTransitionCoroutine(BgmChannel, newClip, bgmTransitionTime, delay));\n        }\n\n        public void PlayBgmWhenIdle(AudioClip newClip, float delay = 0)\n        {\n            PlayWhenIdle(BgmChannel, newClip, delay);\n        }\n\n        public void PlaySfxWhenIdle(AudioClip newClip, float delay = 0)\n        {\n            PlayWhenIdle(SfxChannel, newClip, delay);\n        }\n\n        public void PlayBgm(AudioClip newClip, float delay = 0)\n        {\n            Play(BgmChannel, newClip, delay);\n        }\n\n        public void PlaySfx(AudioClip newClip, float delay = 0)\n        {\n            Play(SfxChannel, newClip, delay);\n        }\n\n        public void PlayWhenIdle(AudioSource source, AudioClip newClip, float delay = 0)\n        {\n            if (source.isPlaying)\n            {\n                return;\n            }\n\n            if (!source.isPlaying && source.clip != null)\n            {\n                source.clip = null;\n                return;\n            }\n\n            Play(source, newClip, delay);\n        }\n\n        public void Play(AudioSource source, AudioClip newClip, float delay = 0)\n        {\n            if (source.clip != newClip)\n            {\n                source.clip = newClip;\n            }\n\n            if (delay > 0)\n            {\n                source.PlayDelayed(delay);\n                return;\n            }\n\n            source.Play();\n        }\n\n        private IEnumerator PlayBgmTransitionCoroutine(AudioSource source, AudioClip newClip, float fadeOutTime,\n            float delay = 0)\n        {\n            float startVolume = source.volume;\n\n            while (source.volume > 0)\n            {\n                source.volume -= startVolume * Time.deltaTime / fadeOutTime;\n\n                yield return null;\n            }\n\n            source.Stop();\n            source.volume = startVolume;\n            Play(source, newClip, delay);\n        }\n    }\n}\n"
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  },
  {
    "path": "Assets/Scripts/NewBark/Dialog/Dialog.cs",
    "content": "﻿using NewBark.Input;\nusing UnityEngine;\n\nnamespace NewBark.Dialog\n{\n    public class Dialog : MonoBehaviour\n    {\n        [TextArea(2, 10)] public string text;\n\n        public void Interact(GameButton button)\n        {\n            var isAb = button == GameButton.A || button == GameButton.B;\n\n            if (button == GameButton.None || !isAb)\n            {\n                return;\n            }\n\n            DialogController dm = GameManager.Dialog;\n\n            var shouldEndDialog = dm.InDialog() && !dm.HasNext();\n\n            if (shouldEndDialog)\n            {\n                dm.EndDialog();\n                return;\n            }\n\n            if (!dm.InDialog())\n            {\n                if (button == GameButton.A) dm.StartDialog(this);\n                return;\n            }\n\n            dm.PrintNext();\n        }\n\n        protected void OnPlayerInteract(GameButton button)\n        {\n            Interact(button);\n        }\n\n        protected void OnButtonAPerformed()\n        {\n            //Debug.Log(\"OnButtonAPerformed: \" + name);\n            Interact(GameButton.A);\n        }\n\n        protected void OnButtonBPerformed()\n        {\n            //Debug.Log(\"OnButtonBPerformed: \" + name);\n            Interact(GameButton.B);\n        }\n\n        protected void OnDialogStart()\n        {\n            //Debug.Log(\"OnDialogStart: \" + name);\n            GameManager.Input.SwitchTarget(gameObject);\n        }\n\n        protected void OnDialogEnd()\n        {\n            //Debug.Log(\"OnDialogEnd: \" + name);\n            GameManager.Input.RestoreTarget();\n        }\n    }\n}"
  },
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  },
  {
    "path": "Assets/Scripts/NewBark/Dialog/DialogController.cs",
    "content": "﻿using System;\nusing System.Collections;\nusing UnityEngine;\nusing UnityEngine.UI;\n\nnamespace NewBark.Dialog\n{\n    public class DialogController : MonoBehaviour\n    {\n        public RectTransform boxPanel;\n        public RectTransform arrowImage;\n        public Text textPanel;\n        public int rowsPerPage = 2;\n        public int columnsPerPage = 18;\n        public AudioClip nextPageSound;\n\n\n        private bool _inDialog;\n        private Dialog _currentDialog;\n        private DialogScroller _scroller;\n\n        // Start is called before the first frame update\n        void Start()\n        {\n            _scroller = new DialogScroller(rowsPerPage, columnsPerPage);\n        }\n\n        public void ShowDialog()\n        {\n            //boxPanel.gameObject.SetActive(true);\n            boxPanel.transform.position = new Vector3(boxPanel.transform.position.x, 0, 0);\n        }\n\n        public void HideDialog()\n        {\n            arrowImage.gameObject.SetActive(false);\n            //boxPanel.gameObject.SetActive(false);\n            boxPanel.transform.position = new Vector3(boxPanel.transform.position.x, (boxPanel.rect.height * -10), 0);\n        }\n\n\n        public void Clear()\n        {\n            StopAllCoroutines();\n            textPanel.text = \"\";\n            _scroller.Clear();\n        }\n\n        private void PlaySound()\n        {\n            GameManager.Audio.PlaySfx(nextPageSound);\n        }\n\n        public void StartDialog(Dialog dialog)\n        {\n            _currentDialog = dialog;\n            _currentDialog.SendMessage(\"OnDialogStart\", SendMessageOptions.DontRequireReceiver);\n            Clear();\n            ShowDialog();\n\n            _scroller.Start(dialog.text);\n            _inDialog = true;\n\n            PrintNext();\n        }\n\n        public bool InDialog()\n        {\n            return _inDialog;\n        }\n\n        public bool PrintNext()\n        {\n            var showArrow = _scroller.IsPaged() && !_scroller.IsLastPage();\n\n            var lines = _scroller.Next();\n\n            if (lines == null || lines.Length == 0)\n            {\n                EndDialog();\n                return false;\n            }\n\n            arrowImage.gameObject.SetActive(showArrow);\n            StopAllCoroutines();\n            PlaySound();\n\n            StartCoroutine(Print(lines, _scroller.IsFirstBuffer() || _scroller.IsFirstBufferLine()));\n            _currentDialog.SendMessage(\"OnDialogNext\", SendMessageOptions.DontRequireReceiver);\n            return true;\n        }\n\n        public bool HasNext()\n        {\n            return _scroller != null && !_scroller.IsFinished();\n        }\n\n        public void EndDialog()\n        {\n            StopAllCoroutines();\n            Clear();\n            HideDialog();\n            _inDialog = false;\n            _currentDialog.SendMessage(\"OnDialogEnd\", SendMessageOptions.DontRequireReceiver);\n        }\n\n        private IEnumerator Print(string[] lines, bool delayAll = false)\n        {\n            var lineNum = 0;\n            var lastIndex = (lines.Length - 1);\n\n            // find last line index that is not null\n            while ((lines[lastIndex] == null) && lastIndex > 0)\n            {\n                lineNum = 0;\n                foreach (string line in lines)\n                {\n                    if (line == null && (lineNum == lastIndex))\n                    {\n                        lastIndex--;\n                    }\n\n                    lineNum++;\n                }\n            }\n\n            lineNum = 0;\n            textPanel.text = \"\";\n\n            foreach (string line in lines)\n            {\n                var isLastLine = (lineNum >= lastIndex);\n                if (line == null)\n                {\n                    continue;\n                }\n\n                if (textPanel.text.Length > 0)\n                {\n                    textPanel.text += Environment.NewLine;\n                }\n\n                if (delayAll || isLastLine)\n                {\n                    // Print last line\n                    foreach (char ch in line)\n                    {\n                        textPanel.text += ch;\n                        yield return null; // render frame\n                    }\n\n                    if (isLastLine)\n                    {\n                        break;\n                    }\n                }\n                else\n                {\n                    textPanel.text += line;\n                    yield return null; // render frame\n                }\n\n                lineNum++;\n            }\n        }\n    }\n}\n"
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    "path": "Assets/Scripts/NewBark/Dialog/DialogController.cs.meta",
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  },
  {
    "path": "Assets/Scripts/NewBark/Dialog/DialogScroller.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\n\nnamespace NewBark.Dialog\n{\n    public class DialogScroller\n    {\n        private readonly int MaxRows;\n        private readonly int MaxColumns;\n        private string Text;\n        private string[] TextRows;\n        private int TextRowsIndex;\n        private string[] TextRowsBuffer;\n        private int ScrollIndex;\n\n        public DialogScroller(int maxRows, int maxColumns)\n        {\n            MaxRows = Math.Max(1, maxRows);\n            MaxColumns = Math.Max(3, maxColumns);\n            Clear();\n        }\n\n        public DialogScroller Start(string text)\n        {\n            SetText(text);\n            return this;\n        }\n\n        public bool IsStarted()\n        {\n            return Text != null && TextRowsBuffer != null && TextRows != null;\n        }\n\n        public void Finish()\n        {\n            Clear();\n        }\n\n        public bool IsFinished()\n        {\n            return (TextRowsIndex + 1) > TextRows.Length;\n        }\n\n        public bool IsFirstBuffer()\n        {\n            return IsStarted() && (TextRowsIndex < MaxRows);\n        }\n\n        public bool IsFirstBufferLine()\n        {\n            return ScrollIndex == 0;\n        }\n\n        public bool IsPaged()\n        {\n            return TextRows.Length > MaxRows;\n        }\n\n        public bool IsLastPage()\n        {\n            return GetLastPage() >= TextRows.Length;\n        }\n\n        public int GetLastPage()\n        {\n            return TextRowsIndex + MaxRows;\n        }\n\n        public int GetLength()\n        {\n            return TextRows.Length;\n        }\n\n        public void Clear()\n        {\n            Text = null;\n            TextRows = new string[0];\n            TextRowsIndex = 0;\n            TextRowsBuffer = new string[0];\n            ScrollIndex = 0;\n        }\n\n        private void SetText(string text)\n        {\n            Text = text;\n            TextRows = BuildScrollableSentences().ToArray();\n            TextRowsIndex = 0;\n            TextRowsBuffer = new string[MaxRows];\n            ScrollIndex = 0;\n        }\n\n        public string[] Next()\n        {\n            if (!IsStarted())\n            {\n                throw new Exception(\"Scroller is not yet started or it is already finished.\");\n            }\n\n            if (IsFinished())\n            {\n                // finished\n                return null;\n            }\n\n            if (TextRowsIndex == 0)\n            {\n                FillBuffer();\n                // Debug.Log(string.Join(\", \", TextRowsBuffer));\n                return TextRowsBuffer;\n            }\n\n            ScrollUp();\n\n            // Debug.Log(string.Join(\", \", TextRowsBuffer));\n            return TextRowsBuffer;\n        }\n\n        private void FillBuffer()\n        {\n            int i = 0;\n            ScrollIndex = 0;\n            TextRowsBuffer = new string[MaxRows];\n\n            while ((i < MaxRows) && (TextRowsIndex < TextRows.Length))\n            {\n                TextRowsBuffer[i] = TextRows[TextRowsIndex];\n                TextRowsIndex++;\n                i++;\n            }\n        }\n\n        private void ScrollUp()\n        {\n            // start new buffer if:\n            // - cannot scroll with less than 2 rows\n            // - last element of buffer is a new line\n            if ((MaxRows < 2) || (TextRowsBuffer[TextRowsBuffer.Length - 1] == Environment.NewLine))\n            {\n                FillBuffer();\n                return;\n            }\n\n            var hadTrailingNewLines = BufferHasTrailingNewLines();\n\n            TextRowsBuffer.Skip(1).ToArray().CopyTo(TextRowsBuffer, 0);\n            TextRowsBuffer[TextRowsBuffer.Length - 1] = TextRows[TextRowsIndex];\n            ScrollIndex = TextRowsBuffer.Length - 1;\n            TextRowsIndex++;\n\n            // start new buffer if:\n            // - next line is new line\n            if (!hadTrailingNewLines && BufferHasTrailingNewLines())\n            {\n                // TextRowsIndex += (MaxRows - 1);\n                FillBuffer();\n                return;\n            }\n        }\n\n        private bool NextLineIsNewLine()\n        {\n            if ((TextRowsIndex + 1) >= TextRows.Length)\n            {\n                return false;\n            }\n\n            return TextRows[TextRowsIndex + 1] == Environment.NewLine;\n        }\n\n        private bool BufferHasTrailingNewLines()\n        {\n            return (TextRowsBuffer[0] == Environment.NewLine)\n                   || (TextRowsBuffer[TextRowsBuffer.Length - 1] == Environment.NewLine);\n        }\n\n        private int CountBufferNewLines()\n        {\n            int count = 0;\n            foreach (var line in TextRowsBuffer)\n            {\n                if (line == Environment.NewLine)\n                {\n                    count++;\n                }\n            }\n\n            return count;\n        }\n\n        private IEnumerable<string> BuildSentences()\n        {\n            string[] lines = Text.Split(Environment.NewLine.ToCharArray());\n            string buffer = \"\";\n\n            foreach (var line in lines)\n            {\n                if (line == \"\")\n                {\n                    if (buffer.Length > 0)\n                    {\n                        yield return buffer;\n                        buffer = \"\";\n                    }\n\n                    yield return Environment.NewLine;\n                    continue;\n                }\n\n                if (buffer.Length == 0)\n                {\n                    buffer = line;\n                    continue;\n                }\n\n                buffer += \" \" + line;\n            }\n\n            if (buffer.Length > 0)\n            {\n                yield return buffer;\n            }\n        }\n\n        private IEnumerable<string> BuildScrollableSentences()\n        {\n            string[] sentences = BuildSentences().ToArray();\n\n            string buffer = \"\";\n\n            foreach (var sentence in sentences)\n            {\n                if (sentence == Environment.NewLine)\n                {\n                    if (buffer.Length > 0)\n                    {\n                        yield return buffer;\n                        buffer = \"\";\n                    }\n\n                    yield return Environment.NewLine;\n                    continue;\n                }\n\n                string[] words = sentence.Split(' ');\n                foreach (var word in words)\n                {\n                    var w = word;\n\n                    if (w.Length > MaxColumns)\n                    {\n                        w = w.Substring(0, MaxColumns - 3) + \"...\";\n                    }\n\n                    var newBuffer = (buffer + \" \" + w).Trim();\n\n                    if (newBuffer.Length > MaxColumns)\n                    {\n                        yield return buffer;\n                        buffer = w;\n                    }\n                    else\n                    {\n                        buffer = newBuffer;\n                    }\n                }\n            }\n\n            if (buffer.Length > 0)\n            {\n                yield return buffer;\n            }\n        }\n    }\n}\n"
  },
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    "path": "Assets/Scripts/NewBark/Dialog/DialogScroller.cs.meta",
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    "path": "Assets/Scripts/NewBark/Dialog.meta",
    "content": "fileFormatVersion: 2\nguid: 8cf66788e05f84c6fb45f53c49a3f732\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/NewBark/DontDestroyList.cs",
    "content": "using UnityEngine;\n\nnamespace NewBark\n{\n    public class DontDestroyList : MonoBehaviour\n    {\n        public GameObject[] objects;\n        private void Awake()\n        {\n            foreach (var obj in objects)\n            {\n                DontDestroyOnLoad(obj);\n            }\n        }\n    }\n}"
  },
  {
    "path": "Assets/Scripts/NewBark/DontDestroyList.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 0350488d7b7240ac9d2a47d5bfc198bc\ntimeCreated: 1572052727"
  },
  {
    "path": "Assets/Scripts/NewBark/GameManager.cs",
    "content": "using System;\nusing NewBark.Audio;\nusing NewBark.Dialog;\nusing NewBark.Input;\nusing NewBark.State;\nusing NewBark.Support;\nusing NewBark.Tilemap;\nusing UnityEngine;\nusing UnityEngine.Events;\n\nnamespace NewBark\n{\n    public class GameManager : MonoBehaviour\n    {\n        public const int DefaultLayer = 0;\n        public const int TransparentFxLayer = 1;\n        public const int IgnoreRaycastLayer = 2;\n        public const int CollisionsLayer = 8;\n        public static GameData Data { get; set; }\n        public static PlayerController Player => Singleton<PlayerController>.Instance;\n        public static InputController Input => Singleton<InputController>.Instance;\n        public static AudioController Audio => Singleton<AudioController>.Instance;\n        public static DialogController Dialog => Singleton<DialogController>.Instance;\n\n        public bool autoLoad;\n        public bool autoSave;\n        public UnityEvent onLoadState;\n        public UnityEvent onBeforeLoadState;\n        public UnityEvent onBeforeSaveState;\n        public UnityEvent onSaveState;\n\n        private void Start()\n        {\n            LoadState();\n        }\n\n        private void Update()\n        {\n            Data.playTime += Time.deltaTime;\n        }\n\n        private void OnApplicationQuit()\n        {\n            SaveState();\n        }\n\n        private void LoadState()\n        {\n            if (!autoLoad)\n            {\n                Data = new GameData();\n                return;\n            }\n\n            onBeforeLoadState.Invoke();\n            Data = SaveManager.Load();\n            if (Data is null)\n            {\n                Data = new GameData();\n                return;\n            }\n\n            //\n            Player.transform.position = Data.playerPosition;\n            Player.playerAnimationController.UpdateAnimation(Data.playerDirection, Data.playerDirection);\n            AreaTitleTrigger.SwitchTo(Data.areaTitleTrigger);\n            //\n            onLoadState.Invoke();\n        }\n\n        private void SaveState()\n        {\n            if (!autoSave)\n            {\n                return;\n            }\n\n            onBeforeSaveState.Invoke();\n            Data.saveDate = DateTime.Now;\n            //\n            Data.areaTitleTrigger = AreaTitleTrigger.LastTriggerName;\n            Data.playerPosition = Player.transform.position;\n            Data.playerDirection = Player.playerAnimationController.GetLastAnimationDirection();\n            //\n            SaveManager.Save(Data);\n            onSaveState.Invoke();\n        }\n    }\n}\n"
  },
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    "content": "﻿fileFormatVersion: 2\r\nguid: 9da143d3099940329ee379ca6a29a920\r\ntimeCreated: 1570930911"
  },
  {
    "path": "Assets/Scripts/NewBark/Input/GameButton.cs",
    "content": "namespace NewBark.Input\n{\n    public enum GameButton\n    {\n        None,\n        A,\n        B,\n        Start,\n        Select,\n        Up,\n        Down,\n        Left,\n        Right\n    }\n}\n"
  },
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    "path": "Assets/Scripts/NewBark/Input/GameButton.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: e58e944af5214c49be3c6883b3102eb9\r\ntimeCreated: 1570925867"
  },
  {
    "path": "Assets/Scripts/NewBark/Input/InputActionsMaster.cs",
    "content": "// GENERATED AUTOMATICALLY FROM 'Assets/Scripts/NewBark/Input/InputActionsMaster.inputactions'\n\nusing System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine.InputSystem;\nusing UnityEngine.InputSystem.Utilities;\n\nnamespace NewBark.Input\n{\n    public class @InputActionsMaster : IInputActionCollection, IDisposable\n    {\n        public InputActionAsset asset { get; }\n        public @InputActionsMaster()\n        {\n            asset = InputActionAsset.FromJson(@\"{\n    \"\"name\"\": \"\"InputActionsMaster\"\",\n    \"\"maps\"\": [\n        {\n            \"\"name\"\": \"\"Player\"\",\n            \"\"id\"\": \"\"5bf60cd3-4646-4d62-afe8-61fac49f773c\"\",\n            \"\"actions\"\": [\n                {\n                    \"\"name\"\": \"\"ButtonA\"\",\n                    \"\"type\"\": \"\"Value\"\",\n                    \"\"id\"\": \"\"80033cf8-abff-4a66-b536-2615fefd00fb\"\",\n                    \"\"expectedControlType\"\": \"\"\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"interactions\"\": \"\"\"\"\n                },\n                {\n                    \"\"name\"\": \"\"ButtonB\"\",\n                    \"\"type\"\": \"\"Value\"\",\n                    \"\"id\"\": \"\"e49d9410-0957-4001-a00e-2eae1453a655\"\",\n                    \"\"expectedControlType\"\": \"\"\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"interactions\"\": \"\"\"\"\n                },\n                {\n                    \"\"name\"\": \"\"ButtonDirectional\"\",\n                    \"\"type\"\": \"\"Button\"\",\n                    \"\"id\"\": \"\"9df6fe33-0459-415e-ad33-d948dd83c772\"\",\n                    \"\"expectedControlType\"\": \"\"\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"interactions\"\": \"\"\"\"\n                },\n                {\n                    \"\"name\"\": \"\"ButtonSelect\"\",\n                    \"\"type\"\": \"\"Value\"\",\n                    \"\"id\"\": \"\"af96df5f-0690-42c3-a0e7-478c3dddc598\"\",\n                    \"\"expectedControlType\"\": \"\"\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"interactions\"\": \"\"\"\"\n                },\n                {\n                    \"\"name\"\": \"\"ButtonStart\"\",\n                    \"\"type\"\": \"\"Value\"\",\n                    \"\"id\"\": \"\"488c0f70-604a-458f-bb0e-77c73089870b\"\",\n                    \"\"expectedControlType\"\": \"\"\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"interactions\"\": \"\"\"\"\n                }\n            ],\n            \"\"bindings\"\": [\n                {\n                    \"\"name\"\": \"\"\"\",\n                    \"\"id\"\": \"\"7349bad4-c832-45d0-8c28-b13e68689b02\"\",\n                    \"\"path\"\": \"\"<Keyboard>/x\"\",\n                    \"\"interactions\"\": \"\"Press(behavior=1)\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"Keyboard CS\"\",\n                    \"\"action\"\": \"\"ButtonA\"\",\n                    \"\"isComposite\"\": false,\n                    \"\"isPartOfComposite\"\": false\n                },\n                {\n                    \"\"name\"\": \"\"\"\",\n                    \"\"id\"\": \"\"1ed2c6fc-bf68-4ce2-9d54-a49dcf99336b\"\",\n                    \"\"path\"\": \"\"<Gamepad>/buttonWest\"\",\n                    \"\"interactions\"\": \"\"Press(behavior=1)\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"Gamepad CS\"\",\n                    \"\"action\"\": \"\"ButtonA\"\",\n                    \"\"isComposite\"\": false,\n                    \"\"isPartOfComposite\"\": false\n                },\n                {\n                    \"\"name\"\": \"\"\"\",\n                    \"\"id\"\": \"\"d3bd7194-ae75-4014-99c9-dc6ac6426e70\"\",\n                    \"\"path\"\": \"\"<Gamepad>/buttonSouth\"\",\n                    \"\"interactions\"\": \"\"Press(behavior=1)\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"Gamepad CS\"\",\n                    \"\"action\"\": \"\"ButtonB\"\",\n                    \"\"isComposite\"\": false,\n                    \"\"isPartOfComposite\"\": false\n                },\n                {\n                    \"\"name\"\": \"\"\"\",\n                    \"\"id\"\": \"\"3a163e87-a010-4421-9bd8-5b07cc9706d1\"\",\n                    \"\"path\"\": \"\"<Keyboard>/z\"\",\n                    \"\"interactions\"\": \"\"Press(behavior=1)\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"Keyboard CS\"\",\n                    \"\"action\"\": \"\"ButtonB\"\",\n                    \"\"isComposite\"\": false,\n                    \"\"isPartOfComposite\"\": false\n                },\n                {\n                    \"\"name\"\": \"\"Dpad\"\",\n                    \"\"id\"\": \"\"81003661-89c6-4e9b-a91a-5a5c184de66b\"\",\n                    \"\"path\"\": \"\"2DVector\"\",\n                    \"\"interactions\"\": \"\"\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"Gamepad CS\"\",\n                    \"\"action\"\": \"\"ButtonDirectional\"\",\n                    \"\"isComposite\"\": true,\n                    \"\"isPartOfComposite\"\": false\n                },\n                {\n                    \"\"name\"\": \"\"Up\"\",\n                    \"\"id\"\": \"\"629d8e7c-a1f3-47fe-b652-dbae51baeda8\"\",\n                    \"\"path\"\": \"\"<Gamepad>/dpad/up\"\",\n                    \"\"interactions\"\": \"\"\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"Gamepad CS\"\",\n                    \"\"action\"\": \"\"ButtonDirectional\"\",\n                    \"\"isComposite\"\": false,\n                    \"\"isPartOfComposite\"\": true\n                },\n                {\n                    \"\"name\"\": \"\"Down\"\",\n                    \"\"id\"\": \"\"50ae0167-0db0-4f9a-96dd-1b1fa01b7825\"\",\n                    \"\"path\"\": \"\"<Gamepad>/dpad/down\"\",\n                    \"\"interactions\"\": \"\"\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"Gamepad CS\"\",\n                    \"\"action\"\": \"\"ButtonDirectional\"\",\n                    \"\"isComposite\"\": false,\n                    \"\"isPartOfComposite\"\": true\n                },\n                {\n                    \"\"name\"\": \"\"Left\"\",\n                    \"\"id\"\": \"\"d35f274b-3ca5-4594-a9c9-f4d2cfd4c1b4\"\",\n                    \"\"path\"\": \"\"<Gamepad>/dpad/left\"\",\n                    \"\"interactions\"\": \"\"\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"Gamepad CS\"\",\n                    \"\"action\"\": \"\"ButtonDirectional\"\",\n                    \"\"isComposite\"\": false,\n                    \"\"isPartOfComposite\"\": true\n                },\n                {\n                    \"\"name\"\": \"\"Right\"\",\n                    \"\"id\"\": \"\"a4f25778-4d24-4a5c-8363-c0327e2f425b\"\",\n                    \"\"path\"\": \"\"<Gamepad>/dpad/right\"\",\n                    \"\"interactions\"\": \"\"\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"Gamepad CS\"\",\n                    \"\"action\"\": \"\"ButtonDirectional\"\",\n                    \"\"isComposite\"\": false,\n                    \"\"isPartOfComposite\"\": true\n                },\n                {\n                    \"\"name\"\": \"\"Arrow Keys\"\",\n                    \"\"id\"\": \"\"30972969-7eeb-44b2-b78f-652afa542824\"\",\n                    \"\"path\"\": \"\"2DVector\"\",\n                    \"\"interactions\"\": \"\"\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"\"\",\n                    \"\"action\"\": \"\"ButtonDirectional\"\",\n                    \"\"isComposite\"\": true,\n                    \"\"isPartOfComposite\"\": false\n                },\n                {\n                    \"\"name\"\": \"\"up\"\",\n                    \"\"id\"\": \"\"842830f0-d5a0-4c34-afc4-5e4c59bf4799\"\",\n                    \"\"path\"\": \"\"<Keyboard>/upArrow\"\",\n                    \"\"interactions\"\": \"\"\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"Keyboard CS\"\",\n                    \"\"action\"\": \"\"ButtonDirectional\"\",\n                    \"\"isComposite\"\": false,\n                    \"\"isPartOfComposite\"\": true\n                },\n                {\n                    \"\"name\"\": \"\"down\"\",\n                    \"\"id\"\": \"\"ffc888b9-2b54-4bc6-9d27-6499a3082462\"\",\n                    \"\"path\"\": \"\"<Keyboard>/downArrow\"\",\n                    \"\"interactions\"\": \"\"\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"Keyboard CS\"\",\n                    \"\"action\"\": \"\"ButtonDirectional\"\",\n                    \"\"isComposite\"\": false,\n                    \"\"isPartOfComposite\"\": true\n                },\n                {\n                    \"\"name\"\": \"\"left\"\",\n                    \"\"id\"\": \"\"18479475-548c-4a49-80ff-b0e3d7205621\"\",\n                    \"\"path\"\": \"\"<Keyboard>/leftArrow\"\",\n                    \"\"interactions\"\": \"\"\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"Keyboard CS\"\",\n                    \"\"action\"\": \"\"ButtonDirectional\"\",\n                    \"\"isComposite\"\": false,\n                    \"\"isPartOfComposite\"\": true\n                },\n                {\n                    \"\"name\"\": \"\"right\"\",\n                    \"\"id\"\": \"\"fe70dd07-e9fc-462e-8d66-9dd506216672\"\",\n                    \"\"path\"\": \"\"<Keyboard>/rightArrow\"\",\n                    \"\"interactions\"\": \"\"\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"Keyboard CS\"\",\n                    \"\"action\"\": \"\"ButtonDirectional\"\",\n                    \"\"isComposite\"\": false,\n                    \"\"isPartOfComposite\"\": true\n                },\n                {\n                    \"\"name\"\": \"\"\"\",\n                    \"\"id\"\": \"\"7d119c59-0b31-4867-9577-e5e9323f728a\"\",\n                    \"\"path\"\": \"\"<Gamepad>/select\"\",\n                    \"\"interactions\"\": \"\"Press(behavior=1)\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"Gamepad CS\"\",\n                    \"\"action\"\": \"\"ButtonSelect\"\",\n                    \"\"isComposite\"\": false,\n                    \"\"isPartOfComposite\"\": false\n                },\n                {\n                    \"\"name\"\": \"\"\"\",\n                    \"\"id\"\": \"\"c60af12a-77fa-450b-968f-ac649e2458ef\"\",\n                    \"\"path\"\": \"\"<Keyboard>/a\"\",\n                    \"\"interactions\"\": \"\"Press(behavior=1)\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"Keyboard CS\"\",\n                    \"\"action\"\": \"\"ButtonSelect\"\",\n                    \"\"isComposite\"\": false,\n                    \"\"isPartOfComposite\"\": false\n                },\n                {\n                    \"\"name\"\": \"\"\"\",\n                    \"\"id\"\": \"\"f9ce68ce-7a4f-407f-8a76-b8dcb032afa6\"\",\n                    \"\"path\"\": \"\"<Gamepad>/start\"\",\n                    \"\"interactions\"\": \"\"Press(behavior=1)\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"Gamepad CS\"\",\n                    \"\"action\"\": \"\"ButtonStart\"\",\n                    \"\"isComposite\"\": false,\n                    \"\"isPartOfComposite\"\": false\n                },\n                {\n                    \"\"name\"\": \"\"\"\",\n                    \"\"id\"\": \"\"0106cfe0-5de5-4c9e-b04c-dbb449214e1f\"\",\n                    \"\"path\"\": \"\"<Keyboard>/s\"\",\n                    \"\"interactions\"\": \"\"Press(behavior=1)\"\",\n                    \"\"processors\"\": \"\"\"\",\n                    \"\"groups\"\": \"\"Keyboard CS\"\",\n                    \"\"action\"\": \"\"ButtonStart\"\",\n                    \"\"isComposite\"\": false,\n                    \"\"isPartOfComposite\"\": false\n                }\n            ]\n        }\n    ],\n    \"\"controlSchemes\"\": [\n        {\n            \"\"name\"\": \"\"Keyboard CS\"\",\n            \"\"bindingGroup\"\": \"\"Keyboard CS\"\",\n            \"\"devices\"\": [\n                {\n                    \"\"devicePath\"\": \"\"<Keyboard>\"\",\n                    \"\"isOptional\"\": false,\n                    \"\"isOR\"\": false\n                }\n            ]\n        },\n        {\n            \"\"name\"\": \"\"Gamepad CS\"\",\n            \"\"bindingGroup\"\": \"\"Gamepad CS\"\",\n            \"\"devices\"\": [\n                {\n                    \"\"devicePath\"\": \"\"<Gamepad>\"\",\n                    \"\"isOptional\"\": false,\n                    \"\"isOR\"\": false\n                }\n            ]\n        }\n    ]\n}\");\n            // Player\n            m_Player = asset.FindActionMap(\"Player\", throwIfNotFound: true);\n            m_Player_ButtonA = m_Player.FindAction(\"ButtonA\", throwIfNotFound: true);\n            m_Player_ButtonB = m_Player.FindAction(\"ButtonB\", throwIfNotFound: true);\n            m_Player_ButtonDirectional = m_Player.FindAction(\"ButtonDirectional\", throwIfNotFound: true);\n            m_Player_ButtonSelect = m_Player.FindAction(\"ButtonSelect\", throwIfNotFound: true);\n            m_Player_ButtonStart = m_Player.FindAction(\"ButtonStart\", throwIfNotFound: true);\n        }\n\n        public void Dispose()\n        {\n            UnityEngine.Object.Destroy(asset);\n        }\n\n        public InputBinding? bindingMask\n        {\n            get => asset.bindingMask;\n            set => asset.bindingMask = value;\n        }\n\n        public ReadOnlyArray<InputDevice>? devices\n        {\n            get => asset.devices;\n            set => asset.devices = value;\n        }\n\n        public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;\n\n        public bool Contains(InputAction action)\n        {\n            return asset.Contains(action);\n        }\n\n        public IEnumerator<InputAction> GetEnumerator()\n        {\n            return asset.GetEnumerator();\n        }\n\n        IEnumerator IEnumerable.GetEnumerator()\n        {\n            return GetEnumerator();\n        }\n\n        public void Enable()\n        {\n            asset.Enable();\n        }\n\n        public void Disable()\n        {\n            asset.Disable();\n        }\n\n        // Player\n        private readonly InputActionMap m_Player;\n        private IPlayerActions m_PlayerActionsCallbackInterface;\n        private readonly InputAction m_Player_ButtonA;\n        private readonly InputAction m_Player_ButtonB;\n        private readonly InputAction m_Player_ButtonDirectional;\n        private readonly InputAction m_Player_ButtonSelect;\n        private readonly InputAction m_Player_ButtonStart;\n        public struct PlayerActions\n        {\n            private @InputActionsMaster m_Wrapper;\n            public PlayerActions(@InputActionsMaster wrapper) { m_Wrapper = wrapper; }\n            public InputAction @ButtonA => m_Wrapper.m_Player_ButtonA;\n            public InputAction @ButtonB => m_Wrapper.m_Player_ButtonB;\n            public InputAction @ButtonDirectional => m_Wrapper.m_Player_ButtonDirectional;\n            public InputAction @ButtonSelect => m_Wrapper.m_Player_ButtonSelect;\n            public InputAction @ButtonStart => m_Wrapper.m_Player_ButtonStart;\n            public InputActionMap Get() { return m_Wrapper.m_Player; }\n            public void Enable() { Get().Enable(); }\n            public void Disable() { Get().Disable(); }\n            public bool enabled => Get().enabled;\n            public static implicit operator InputActionMap(PlayerActions set) { return set.Get(); }\n            public void SetCallbacks(IPlayerActions instance)\n            {\n                if (m_Wrapper.m_PlayerActionsCallbackInterface != null)\n                {\n                    @ButtonA.started -= m_Wrapper.m_PlayerActionsCallbackInterface.OnButtonA;\n                    @ButtonA.performed -= m_Wrapper.m_PlayerActionsCallbackInterface.OnButtonA;\n                    @ButtonA.canceled -= m_Wrapper.m_PlayerActionsCallbackInterface.OnButtonA;\n                    @ButtonB.started -= m_Wrapper.m_PlayerActionsCallbackInterface.OnButtonB;\n                    @ButtonB.performed -= m_Wrapper.m_PlayerActionsCallbackInterface.OnButtonB;\n                    @ButtonB.canceled -= m_Wrapper.m_PlayerActionsCallbackInterface.OnButtonB;\n                    @ButtonDirectional.started -= m_Wrapper.m_PlayerActionsCallbackInterface.OnButtonDirectional;\n                    @ButtonDirectional.performed -= m_Wrapper.m_PlayerActionsCallbackInterface.OnButtonDirectional;\n                    @ButtonDirectional.canceled -= m_Wrapper.m_PlayerActionsCallbackInterface.OnButtonDirectional;\n                    @ButtonSelect.started -= m_Wrapper.m_PlayerActionsCallbackInterface.OnButtonSelect;\n                    @ButtonSelect.performed -= m_Wrapper.m_PlayerActionsCallbackInterface.OnButtonSelect;\n                    @ButtonSelect.canceled -= m_Wrapper.m_PlayerActionsCallbackInterface.OnButtonSelect;\n                    @ButtonStart.started -= m_Wrapper.m_PlayerActionsCallbackInterface.OnButtonStart;\n                    @ButtonStart.performed -= m_Wrapper.m_PlayerActionsCallbackInterface.OnButtonStart;\n                    @ButtonStart.canceled -= m_Wrapper.m_PlayerActionsCallbackInterface.OnButtonStart;\n                }\n                m_Wrapper.m_PlayerActionsCallbackInterface = instance;\n                if (instance != null)\n                {\n                    @ButtonA.started += instance.OnButtonA;\n                    @ButtonA.performed += instance.OnButtonA;\n                    @ButtonA.canceled += instance.OnButtonA;\n                    @ButtonB.started += instance.OnButtonB;\n                    @ButtonB.performed += instance.OnButtonB;\n                    @ButtonB.canceled += instance.OnButtonB;\n                    @ButtonDirectional.started += instance.OnButtonDirectional;\n                    @ButtonDirectional.performed += instance.OnButtonDirectional;\n                    @ButtonDirectional.canceled += instance.OnButtonDirectional;\n                    @ButtonSelect.started += instance.OnButtonSelect;\n                    @ButtonSelect.performed += instance.OnButtonSelect;\n                    @ButtonSelect.canceled += instance.OnButtonSelect;\n                    @ButtonStart.started += instance.OnButtonStart;\n                    @ButtonStart.performed += instance.OnButtonStart;\n                    @ButtonStart.canceled += instance.OnButtonStart;\n                }\n            }\n        }\n        public PlayerActions @Player => new PlayerActions(this);\n        private int m_KeyboardCSSchemeIndex = -1;\n        public InputControlScheme KeyboardCSScheme\n        {\n            get\n            {\n                if (m_KeyboardCSSchemeIndex == -1) m_KeyboardCSSchemeIndex = asset.FindControlSchemeIndex(\"Keyboard CS\");\n                return asset.controlSchemes[m_KeyboardCSSchemeIndex];\n            }\n        }\n        private int m_GamepadCSSchemeIndex = -1;\n        public InputControlScheme GamepadCSScheme\n        {\n            get\n            {\n                if (m_GamepadCSSchemeIndex == -1) m_GamepadCSSchemeIndex = asset.FindControlSchemeIndex(\"Gamepad CS\");\n                return asset.controlSchemes[m_GamepadCSSchemeIndex];\n            }\n        }\n        public interface IPlayerActions\n        {\n            void OnButtonA(InputAction.CallbackContext context);\n            void OnButtonB(InputAction.CallbackContext context);\n            void OnButtonDirectional(InputAction.CallbackContext context);\n            void OnButtonSelect(InputAction.CallbackContext context);\n            void OnButtonStart(InputAction.CallbackContext context);\n        }\n    }\n}\n"
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    "path": "Assets/Scripts/NewBark/Input/InputActionsMaster.inputactions",
    "content": "{\n    \"name\": \"InputActionsMaster\",\n    \"maps\": [\n        {\n            \"name\": \"Player\",\n            \"id\": \"5bf60cd3-4646-4d62-afe8-61fac49f773c\",\n            \"actions\": [\n                {\n                    \"name\": \"ButtonA\",\n                    \"type\": \"Value\",\n                    \"id\": \"80033cf8-abff-4a66-b536-2615fefd00fb\",\n                    \"expectedControlType\": \"\",\n                    \"processors\": \"\",\n                    \"interactions\": \"\"\n                },\n                {\n                    \"name\": \"ButtonB\",\n                    \"type\": \"Value\",\n                    \"id\": \"e49d9410-0957-4001-a00e-2eae1453a655\",\n                    \"expectedControlType\": \"\",\n                    \"processors\": \"\",\n                    \"interactions\": \"\"\n                },\n                {\n                    \"name\": \"ButtonDirectional\",\n                    \"type\": \"Button\",\n                    \"id\": \"9df6fe33-0459-415e-ad33-d948dd83c772\",\n                    \"expectedControlType\": \"\",\n                    \"processors\": \"\",\n                    \"interactions\": \"\"\n                },\n                {\n                    \"name\": \"ButtonSelect\",\n                    \"type\": \"Value\",\n                    \"id\": \"af96df5f-0690-42c3-a0e7-478c3dddc598\",\n                    \"expectedControlType\": \"\",\n                    \"processors\": \"\",\n                    \"interactions\": \"\"\n                },\n                {\n                    \"name\": \"ButtonStart\",\n                    \"type\": \"Value\",\n                    \"id\": \"488c0f70-604a-458f-bb0e-77c73089870b\",\n                    \"expectedControlType\": \"\",\n                    \"processors\": \"\",\n                    \"interactions\": \"\"\n                }\n            ],\n            \"bindings\": [\n                {\n                    \"name\": \"\",\n                    \"id\": \"7349bad4-c832-45d0-8c28-b13e68689b02\",\n                    \"path\": \"<Keyboard>/x\",\n                    \"interactions\": \"Press(behavior=1)\",\n                    \"processors\": \"\",\n                    \"groups\": \"Keyboard CS\",\n                    \"action\": \"ButtonA\",\n                    \"isComposite\": false,\n                    \"isPartOfComposite\": false\n                },\n                {\n                    \"name\": \"\",\n                    \"id\": \"1ed2c6fc-bf68-4ce2-9d54-a49dcf99336b\",\n                    \"path\": \"<Gamepad>/buttonWest\",\n                    \"interactions\": \"Press(behavior=1)\",\n                    \"processors\": \"\",\n                    \"groups\": \"Gamepad CS\",\n                    \"action\": \"ButtonA\",\n                    \"isComposite\": false,\n                    \"isPartOfComposite\": false\n                },\n                {\n                    \"name\": \"\",\n                    \"id\": \"d3bd7194-ae75-4014-99c9-dc6ac6426e70\",\n                    \"path\": \"<Gamepad>/buttonSouth\",\n                    \"interactions\": \"Press(behavior=1)\",\n                    \"processors\": \"\",\n                    \"groups\": \"Gamepad CS\",\n                    \"action\": \"ButtonB\",\n                    \"isComposite\": false,\n                    \"isPartOfComposite\": false\n                },\n                {\n                    \"name\": \"\",\n                    \"id\": \"3a163e87-a010-4421-9bd8-5b07cc9706d1\",\n                    \"path\": \"<Keyboard>/z\",\n                    \"interactions\": \"Press(behavior=1)\",\n                    \"processors\": \"\",\n                    \"groups\": \"Keyboard CS\",\n                    \"action\": \"ButtonB\",\n                    \"isComposite\": false,\n                    \"isPartOfComposite\": false\n                },\n                {\n                    \"name\": \"Dpad\",\n                    \"id\": \"81003661-89c6-4e9b-a91a-5a5c184de66b\",\n                    \"path\": \"2DVector\",\n                    \"interactions\": \"\",\n                    \"processors\": \"\",\n                    \"groups\": \"Gamepad CS\",\n                    \"action\": \"ButtonDirectional\",\n                    \"isComposite\": true,\n                    \"isPartOfComposite\": false\n                },\n                {\n                    \"name\": \"Up\",\n                    \"id\": \"629d8e7c-a1f3-47fe-b652-dbae51baeda8\",\n                    \"path\": \"<Gamepad>/dpad/up\",\n                    \"interactions\": \"\",\n                    \"processors\": \"\",\n                    \"groups\": \"Gamepad CS\",\n                    \"action\": \"ButtonDirectional\",\n                    \"isComposite\": false,\n                    \"isPartOfComposite\": true\n                },\n                {\n                    \"name\": \"Down\",\n                    \"id\": \"50ae0167-0db0-4f9a-96dd-1b1fa01b7825\",\n                    \"path\": \"<Gamepad>/dpad/down\",\n                    \"interactions\": \"\",\n                    \"processors\": \"\",\n                    \"groups\": \"Gamepad CS\",\n                    \"action\": \"ButtonDirectional\",\n                    \"isComposite\": false,\n                    \"isPartOfComposite\": true\n                },\n                {\n                    \"name\": \"Left\",\n                    \"id\": \"d35f274b-3ca5-4594-a9c9-f4d2cfd4c1b4\",\n                    \"path\": \"<Gamepad>/dpad/left\",\n                    \"interactions\": \"\",\n                    \"processors\": \"\",\n                    \"groups\": \"Gamepad CS\",\n                    \"action\": \"ButtonDirectional\",\n                    \"isComposite\": false,\n                    \"isPartOfComposite\": true\n                },\n                {\n                    \"name\": \"Right\",\n                    \"id\": \"a4f25778-4d24-4a5c-8363-c0327e2f425b\",\n                    \"path\": \"<Gamepad>/dpad/right\",\n                    \"interactions\": \"\",\n                    \"processors\": \"\",\n                    \"groups\": \"Gamepad CS\",\n                    \"action\": \"ButtonDirectional\",\n                    \"isComposite\": false,\n                    \"isPartOfComposite\": true\n                },\n                {\n                    \"name\": \"Arrow Keys\",\n                    \"id\": \"30972969-7eeb-44b2-b78f-652afa542824\",\n                    \"path\": \"2DVector\",\n                    \"interactions\": \"\",\n                    \"processors\": \"\",\n                    \"groups\": \"\",\n                    \"action\": \"ButtonDirectional\",\n                    \"isComposite\": true,\n                    \"isPartOfComposite\": false\n                },\n                {\n                    \"name\": \"up\",\n                    \"id\": 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\"7d119c59-0b31-4867-9577-e5e9323f728a\",\n                    \"path\": \"<Gamepad>/select\",\n                    \"interactions\": \"Press(behavior=1)\",\n                    \"processors\": \"\",\n                    \"groups\": \"Gamepad CS\",\n                    \"action\": \"ButtonSelect\",\n                    \"isComposite\": false,\n                    \"isPartOfComposite\": false\n                },\n                {\n                    \"name\": \"\",\n                    \"id\": \"c60af12a-77fa-450b-968f-ac649e2458ef\",\n                    \"path\": \"<Keyboard>/a\",\n                    \"interactions\": \"Press(behavior=1)\",\n                    \"processors\": \"\",\n                    \"groups\": \"Keyboard CS\",\n                    \"action\": \"ButtonSelect\",\n                    \"isComposite\": false,\n                    \"isPartOfComposite\": false\n                },\n                {\n                    \"name\": \"\",\n                    \"id\": \"f9ce68ce-7a4f-407f-8a76-b8dcb032afa6\",\n                    \"path\": \"<Gamepad>/start\",\n                    \"interactions\": \"Press(behavior=1)\",\n                    \"processors\": \"\",\n                    \"groups\": \"Gamepad CS\",\n                    \"action\": \"ButtonStart\",\n                    \"isComposite\": false,\n                    \"isPartOfComposite\": false\n                },\n                {\n                    \"name\": \"\",\n                    \"id\": \"0106cfe0-5de5-4c9e-b04c-dbb449214e1f\",\n                    \"path\": \"<Keyboard>/s\",\n                    \"interactions\": \"Press(behavior=1)\",\n                    \"processors\": \"\",\n                    \"groups\": \"Keyboard CS\",\n                    \"action\": \"ButtonStart\",\n                    \"isComposite\": false,\n                    \"isPartOfComposite\": false\n                }\n            ]\n        }\n    ],\n    \"controlSchemes\": [\n        {\n            \"name\": \"Keyboard CS\",\n            \"bindingGroup\": \"Keyboard CS\",\n            \"devices\": [\n                {\n                    \"devicePath\": \"<Keyboard>\",\n                    \"isOptional\": false,\n                    \"isOR\": false\n                }\n            ]\n        },\n        {\n            \"name\": \"Gamepad CS\",\n            \"bindingGroup\": \"Gamepad CS\",\n            \"devices\": [\n                {\n                    \"devicePath\": \"<Gamepad>\",\n                    \"isOptional\": false,\n                    \"isOR\": false\n                }\n            ]\n        }\n    ]\n}"
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  {
    "path": "Assets/Scripts/NewBark/Input/InputController.cs",
    "content": "using System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.InputSystem;\n\nnamespace NewBark.Input\n{\n    public class InputController : MonoBehaviour\n    {\n        [Tooltip(\"Distance in milliseconds between each triggered hold-button message.\")]\n        public int holdButtonThrottle = 2;\n\n        [Tooltip(\"GameObject that has the focus of the input and will receive the messages.\")]\n        public GameObject target;\n\n        private GameObject prevTarget;\n\n        private float _holdButtonThrottleCounter;\n\n        private InputActionsMaster _controls;\n        public InputActionsMaster.PlayerActions Actions => _controls.Player;\n\n        private void OnEnable()\n        {\n            _controls.Enable();\n        }\n\n        private void OnDisable()\n        {\n            _controls.Disable();\n        }\n\n        public void DeselectTarget()\n        {\n            prevTarget = target;\n            target = gameObject;\n        }\n\n        public void SwitchTarget(GameObject newTarget)\n        {\n            prevTarget = target;\n            target = newTarget;\n        }\n\n        public void RestoreTarget()\n        {\n            if (prevTarget is null)\n            {\n                return;\n            }\n\n            target = prevTarget;\n        }\n\n        private void Awake()\n        {\n            _controls = new InputActionsMaster();\n\n            foreach (var action in GetActions())\n            {\n                BindActionMessages(action);\n            }\n        }\n\n        public InputAction[] GetActions()\n        {\n            return new[]\n            {\n                Actions.ButtonA,\n                Actions.ButtonB,\n                Actions.ButtonStart,\n                Actions.ButtonSelect,\n                Actions.ButtonDirectional\n            };\n        }\n\n        private void BindActionMessages(InputAction action)\n        {\n            action.started += ctx =>\n                target.SendMessage(\"On\" + action.name + \"Started\", ctx, SendMessageOptions.DontRequireReceiver);\n            //action.started += ctx => Debug.Log(action.name + \" action started.\");\n\n            action.performed += ctx =>\n                target.SendMessage(\"On\" + action.name + \"Performed\", ctx, SendMessageOptions.DontRequireReceiver);\n            //action.performed += ctx => Debug.Log(action.name + \" action performed.\");\n\n            action.canceled += ctx =>\n                target.SendMessage(\"On\" + action.name + \"Canceled\", ctx, SendMessageOptions.DontRequireReceiver);\n            //action.canceled += ctx => Debug.Log(action.name + \" action canceled.\");\n        }\n\n        private void Update()\n        {\n            if (_holdButtonThrottleCounter < holdButtonThrottle)\n            {\n                _holdButtonThrottleCounter += Time.deltaTime * 1000;\n                return;\n            }\n\n            _holdButtonThrottleCounter = 0;\n\n            var holdButtons = GetHoldButtons();\n\n            if (holdButtons.Count == 0)\n            {\n                return;\n            }\n\n            foreach (var keyValuePair in holdButtons)\n            {\n                target.SendMessage(\"On\" + keyValuePair.Value.name + \"Hold\", keyValuePair,\n                    SendMessageOptions.DontRequireReceiver);\n                // Debug.Log(keyValuePair.Value.name + \" (\" + keyValuePair.Key + \") is being held.\");\n            }\n\n            if (holdButtons.Count > 1)\n            {\n                target.SendMessage(\"OnMultipleButtonsHold\", holdButtons, SendMessageOptions.DontRequireReceiver);\n            }\n        }\n\n        public Dictionary<GameButton, InputAction> GetHoldButtons()\n        {\n            Dictionary<GameButton, InputAction> holdButtons = new Dictionary<GameButton, InputAction>();\n\n            foreach (var action in GetActions())\n            {\n                if (action.phase == InputActionPhase.Started || action.phase == InputActionPhase.Performed)\n                {\n                    holdButtons.Add(ActionToButton(action), action);\n                }\n            }\n\n            return holdButtons;\n        }\n\n        public bool IsDirectional(GameButton btn)\n        {\n            return btn == GameButton.Up || btn == GameButton.Right || btn == GameButton.Down ||\n                   btn == GameButton.Left;\n        }\n\n        public bool IsRunningMode(Dictionary<GameButton, InputAction> buttons)\n        {\n            var btnB = false;\n            var btnDir = false;\n\n            foreach (var keyValue in buttons)\n            {\n                if (keyValue.Key == GameButton.B)\n                {\n                    btnB = true;\n                    continue;\n                }\n\n                if (GameManager.Input.IsDirectional(keyValue.Key))\n                {\n                    btnDir = true;\n                }\n\n                if (btnDir && btnB)\n                {\n                    return true;\n                }\n            }\n\n            return false;\n        }\n\n        public GameButton ActionToButton(InputAction action)\n        {\n            if (action == null)\n            {\n                return GameButton.None;\n            }\n\n            if (action == Actions.ButtonDirectional)\n            {\n                var dir = Actions.ButtonDirectional.ReadValue<Vector2>();\n                if (dir == Vector2.up)\n                {\n                    return GameButton.Up;\n                }\n\n                if (dir == Vector2.down)\n                {\n                    return GameButton.Down;\n                }\n\n                if (dir == Vector2.left)\n                {\n                    return GameButton.Left;\n                }\n\n                if (dir == Vector2.right)\n                {\n                    return GameButton.Right;\n                }\n\n                return GameButton.None;\n            }\n\n            if (action == Actions.ButtonA)\n            {\n                return GameButton.A;\n            }\n\n            if (action == Actions.ButtonB)\n            {\n                return GameButton.B;\n            }\n\n            if (action == Actions.ButtonStart)\n            {\n                return GameButton.Start;\n            }\n\n            if (action == Actions.ButtonSelect)\n            {\n                return GameButton.Select;\n            }\n\n            return GameButton.None;\n        }\n\n        public InputAction ButtonToAction(GameButton button)\n        {\n            switch (button)\n            {\n                case GameButton.Up:\n                case GameButton.Down:\n                case GameButton.Left:\n                case GameButton.Right:\n                    return Actions.ButtonDirectional;\n                case GameButton.A:\n                    return Actions.ButtonA;\n                case GameButton.B:\n                    return Actions.ButtonB;\n                case GameButton.Start:\n                    return Actions.ButtonStart;\n                case GameButton.Select:\n                    return Actions.ButtonSelect;\n                default:\n                    return null;\n            }\n        }\n\n        public Vector2 ButtonToVector2(GameButton button)\n        {\n            switch (button)\n            {\n                case GameButton.Up:\n                    return Vector2.up;\n                case GameButton.Down:\n                    return Vector2.down;\n                case GameButton.Left:\n                    return Vector2.left;\n                case GameButton.Right:\n                    return Vector2.right;\n                default:\n                    return Vector2.zero;\n            }\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/Input/InputController.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: 2a01f9a54f8e472eac6ff58912a445de\r\ntimeCreated: 1570664630"
  },
  {
    "path": "Assets/Scripts/NewBark/Input.meta",
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  },
  {
    "path": "Assets/Scripts/NewBark/InteractionController.cs",
    "content": "using NewBark.Attributes;\nusing NewBark.Input;\nusing UnityEngine;\nusing UnityEngine.InputSystem;\n\nnamespace NewBark\n{\n    [RequireComponent(typeof(PlayerController))]\n    public class InteractionController : MonoBehaviour\n    {\n        [Layer] public int interactableLayer = 8;\n        public float raycastDistance = 1f;\n        private PlayerController _playerController;\n\n        private void Awake()\n        {\n            _playerController = GetComponent<PlayerController>();\n        }\n\n        protected void OnButtonAPerformed(InputAction.CallbackContext ctx)\n        {\n            Vector3 direction = _playerController.GetFaceDirection();\n            RaycastHit2D hit = _playerController.CheckHit(direction, interactableLayer, raycastDistance);\n            GameObject obj = CheckInteractarableHit(hit);\n\n            var pos = transform.position;\n\n            if (!obj)\n            {\n                Debug.DrawRay(pos, direction, Color.red);\n                Debug.DrawRay(pos, hit.point, Color.blue);\n                return;\n            }\n\n            Debug.DrawRay(pos, direction, Color.green);\n            Debug.DrawRay(pos, hit.point, Color.blue);\n\n            obj.SendMessage(\"OnPlayerInteract\", GameButton.A, SendMessageOptions.DontRequireReceiver);\n        }\n\n        public GameObject CheckInteractarableHit(RaycastHit2D hit)\n        {\n            if (!hit || !hit.collider || !hit.collider.gameObject)\n            {\n                return null;\n            }\n\n            return hit.collider.gameObject;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/InteractionController.cs.meta",
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  },
  {
    "path": "Assets/Scripts/NewBark/Movement/Direction.cs",
    "content": "namespace NewBark.Movement\n{\n    public enum Direction\n    {\n        None,\n        Up,\n        Right,\n        Down,\n        Left\n    }\n}"
  },
  {
    "path": "Assets/Scripts/NewBark/Movement/Direction.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: e05b21b14a7e458a95a520f899f23991\r\ntimeCreated: 1571021698"
  },
  {
    "path": "Assets/Scripts/NewBark/Movement/Move.cs",
    "content": "using System;\nusing NewBark.Input;\nusing UnityEngine;\n\nnamespace NewBark.Movement\n{\n    public class Move\n    {\n        public const float DefaultSpeed = 5f;\n        public const int DefaultSteps = 1;\n\n        public Direction direction;\n        public float speed;\n        private readonly float _initialSpeed;\n        public int steps;\n\n        public Move(Direction direction = Direction.None, int steps = 0, float speed = 0)\n        {\n            this.direction = direction;\n            this.steps = steps;\n            this.speed = _initialSpeed = speed;\n        }\n\n        public Move(Vector2 direction, int steps = 0, float speed = 0)\n        {\n            this.direction = VectorToDirection(direction);\n            this.steps = steps;\n            this.speed = _initialSpeed = speed;\n        }\n\n        public float CalculateAnimationSpeed()\n        {\n            return CalculateAnimationSpeed(speed);\n        }\n\n        public float CalculateAnimationSpeed(float moveSpeed)\n        {\n            return (moveSpeed * 10) / 60;\n        }\n\n        public bool IsSpeedUp()\n        {\n            return speed > _initialSpeed;\n        }\n\n        public void RestoreSpeed()\n        {\n            speed = _initialSpeed;\n        }\n\n        public void DoubleSpeed()\n        {\n            speed *= 2;\n        }\n\n        public bool IsInitial()\n        {\n            return !(Math.Abs(speed) > 0) && direction == Direction.None && steps == 0;\n        }\n\n        public Vector2 GetDirectionVector()\n        {\n            return DirectionToVector(direction);\n        }\n\n        public static Vector2 DirectionToVector(Direction direction)\n        {\n            switch (direction)\n            {\n                case Direction.Up:\n                    return Vector2.up;\n                case Direction.Right:\n                    return Vector2.right;\n                case Direction.Down:\n                    return Vector2.down;\n                case Direction.Left:\n                    return Vector2.left;\n                default:\n                    return Vector2.zero;\n            }\n        }\n\n        public static Direction VectorToDirection(Vector2 vector)\n        {\n            // sanitize\n            if (vector.x > 0) vector.x = 1;\n            if (vector.x < 0) vector.x = -1;\n            if (vector.y > 0) vector.y = 1;\n            if (vector.y < 0) vector.y = -1;\n            if (Math.Abs(vector.x) > 0 && Math.Abs(vector.y) > 0) vector.x = 0; // lock diagonal movement\n\n            // map\n            if (vector == Vector2.zero) return Direction.None;\n            if (vector == Vector2.up) return Direction.Up;\n            if (vector == Vector2.right) return Direction.Right;\n            if (vector == Vector2.down) return Direction.Down;\n            if (vector == Vector2.left) return Direction.Left;\n\n            return Direction.None;\n        }\n\n        public static Direction ButtonToDirection(GameButton button)\n        {\n            switch (button)\n            {\n                case GameButton.Up:\n                    return Direction.Up;\n                case GameButton.Right:\n                    return Direction.Right;\n                case GameButton.Down:\n                    return Direction.Down;\n                case GameButton.Left:\n                    return Direction.Left;\n                default:\n                    return Direction.None;\n            }\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/Movement/Move.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: dc02131bab974d528f9213cf119b6037\r\ntimeCreated: 1571021475"
  },
  {
    "path": "Assets/Scripts/NewBark/Movement/MoveDirector.cs",
    "content": "using System;\nusing UnityEngine;\n\nnamespace NewBark.Movement\n{\n    public class MoveDirector\n    {\n        private GameObject _target;\n        private Vector2 _offset;\n        private float _turnAroundDelay;\n        private float _currentDelay;\n        private MovePath _currentPath;\n        public MovePath Path => _currentPath;\n\n        public bool Moving => _currentPath.IsMoving();\n\n        public MoveDirector(GameObject target, Vector2 offset, float turnAroundDelay)\n        {\n            _currentPath = new MovePath();\n            _target = target;\n            _offset = offset;\n            _turnAroundDelay = turnAroundDelay;\n        }\n\n        public bool UpdateMovement()\n        {\n            if (IsDelayed())\n            {\n                UpdateDelay();\n                return true;\n            }\n\n            if (!Moving)\n            {\n                return false;\n            }\n\n            UpdatePosition();\n            return true;\n        }\n\n        public void ClampPosition()\n        {\n            _target.transform.position = _currentPath.ClampPosition();\n        }\n\n        private void UpdatePosition()\n        {\n            _target.transform.position = _currentPath.UpdatePosition();\n\n            if (!_currentPath.HasArrived()) return;\n\n            _target.SendMessage(\"OnMoveEnd\", _currentPath, SendMessageOptions.DontRequireReceiver);\n            Stop();\n        }\n\n        private void UpdateDelay()\n        {\n            if (_currentDelay >= 0)\n            {\n                _currentDelay -= Time.deltaTime * 1000;\n                return;\n            }\n\n            if (_currentDelay < 0)\n            {\n                _currentDelay = 0;\n\n                _target.SendMessage(\"OnMoveDirectionChangeEnd\", _currentPath, SendMessageOptions.DontRequireReceiver);\n                Stop();\n            }\n        }\n\n        public bool IsDelayed()\n        {\n            return Math.Abs(_currentDelay) > 0;\n        }\n\n        public void SetDelay(float ms)\n        {\n            _currentDelay = ms;\n        }\n\n        public void AddDelay(float ms)\n        {\n            _currentDelay += ms;\n        }\n\n        public bool Move(Direction direction, Vector2 destination)\n        {\n            var path = new MovePath(_target.transform.position, new Move(direction, 0, 0), _offset, destination);\n\n            return Move(path);\n        }\n\n        public bool Move(Vector2 direction, Vector2 destination)\n        {\n            return Move(Movement.Move.VectorToDirection(direction), destination);\n        }\n\n        public bool Move(Vector2 direction, int steps, float speed)\n        {\n            return Move(new Move(direction, steps, speed), true);\n        }\n\n        public bool Move(Direction direction, int steps, float speed)\n        {\n            return Move(new Move(direction, steps, speed), true);\n        }\n\n        public bool Move(Move move, bool checkCollisions)\n        {\n            if (checkCollisions)\n            {\n                return Move(new MovePath(_target.transform.position, move, _offset, GameManager.CollisionsLayer));\n            }\n\n            return Move(new MovePath(_target.transform.position, move, _offset));\n        }\n\n        public bool Move(MovePath newPath)\n        {\n            if (Moving)\n            {\n                _target.SendMessage(\"OnMoveCancel\", newPath, SendMessageOptions.DontRequireReceiver);\n                return false;\n            }\n\n            _target.SendMessage(\"OnMoveBeforeStart\", newPath, SendMessageOptions.DontRequireReceiver);\n\n            if (newPath.Direction != _currentPath.Direction)\n            {\n                // Should turn around without moving\n                return LookAt(newPath.Direction, _turnAroundDelay);\n            }\n\n            if (newPath.HasCollision(1)) // min hit distance = 1 tile\n            {\n                _target.SendMessage(\n                    \"OnMoveCollide\",\n                    newPath.Hit,\n                    SendMessageOptions.DontRequireReceiver\n                );\n                Stop();\n                return false;\n            }\n\n            if (!newPath.IsMoving())\n            {\n                // Nothing to move (steps = 0 or speed = 0)\n                _target.SendMessage(\"OnMoveCancel\", newPath, SendMessageOptions.DontRequireReceiver);\n                return false;\n            }\n\n            _currentPath = newPath;\n            _target.SendMessage(\"OnMoveStart\", newPath, SendMessageOptions.DontRequireReceiver);\n\n            return true;\n        }\n\n        public bool LookAt(Vector2 direction, float waitTime)\n        {\n            return LookAt(Movement.Move.VectorToDirection(direction), waitTime);\n        }\n\n        public bool LookAt(Direction direction, float waitTime)\n        {\n            if (Moving || (direction == _currentPath.Direction))\n            {\n                return false;\n            }\n\n            _currentDelay = waitTime;\n            _currentPath = DirectionToPath(direction);\n\n            _target.SendMessage(\"OnMoveDirectionChangeStart\", _currentPath, SendMessageOptions.DontRequireReceiver);\n\n            return true;\n        }\n\n        public MovePath DirectionToPath(Direction direction)\n        {\n            var pos = _target.transform.position;\n            return new MovePath(pos, new Move(direction), _offset, pos);\n        }\n\n        public void Stop()\n        {\n            _target.SendMessage(\"OnMoveStop\", _currentPath, SendMessageOptions.DontRequireReceiver);\n            _currentPath.Stop();\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/Movement/MoveDirector.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: c024a6710d2a4189a6e21a5c7ea2aee4\r\ntimeCreated: 1571778855"
  },
  {
    "path": "Assets/Scripts/NewBark/Movement/MovePath.cs",
    "content": "using System;\nusing UnityEngine;\n\nnamespace NewBark.Movement\n{\n    public class MovePath\n    {\n        private readonly Vector2 _origin;\n        private readonly Vector2 _offset;\n        private Vector2 _position;\n        private Vector2 _destination;\n        private Move _move;\n        private RaycastHit2D _hit;\n\n        public Vector2 Origin => _origin;\n        public Vector2 Position => _position;\n        public Vector2 Destination => _destination;\n        public Move Move => _move;\n        public Direction Direction => _move.direction;\n        public RaycastHit2D Hit => _hit;\n\n        public MovePath()\n        {\n            _origin = _position = _offset = _destination = Vector2.zero;\n            _move = new Move();\n            _hit = new RaycastHit2D();\n        }\n\n        public MovePath(Vector2 origin, Move move, Vector2 offset, int collisionLayer)\n        {\n            _origin = _position = origin;\n            _offset = offset;\n\n            // fix path\n            var correction = CalculatePath(origin, move, 1 << collisionLayer);\n            _move = correction.move;\n            _destination = correction.destination;\n            _hit = correction.hit;\n        }\n\n        public MovePath(Vector2 origin, Move move, Vector2 offset)\n        {\n            _origin = _position = origin;\n            _offset = offset;\n            _move = move;\n            _hit = new RaycastHit2D();\n            _destination = CalculateDestination(origin, move);\n        }\n\n        public MovePath(Vector2 origin, Move move, Vector2 offset, Vector2 destination)\n        {\n            _origin = _position = origin;\n            _offset = offset;\n            _move = move;\n            _destination = destination;\n            _hit = new RaycastHit2D();\n        }\n\n        public bool IsInitial()\n        {\n            return _move.IsInitial() && (_destination == Vector2.zero) && (_destination == _origin) &&\n                   (_destination == _position);\n        }\n\n        public bool HasCollision()\n        {\n            return _hit.collider ? true : false;\n        }\n\n        public bool HasCollision(int maxDistance)\n        {\n            return HasCollision() && _hit.distance <= maxDistance;\n        }\n\n        public Vector2 UpdatePosition()\n        {\n            if (HasArrived())\n            {\n                return ClampPosition();\n            }\n\n            if (!(Math.Abs(_move.speed) > 0))\n            {\n                _position = _destination;\n                return _position;\n            }\n\n            _position = Vector2.MoveTowards(\n                _position,\n                _destination,\n                Time.fixedDeltaTime * _move.speed\n            );\n            return _position;\n        }\n\n        public Vector2 ClampPosition()\n        {\n            _position = Clamp(_position, _offset);\n            return _position;\n        }\n\n        public bool IsMoving()\n        {\n            return ((_move.speed > 0) && (_move.steps > 0)) || !HasArrived();\n        }\n\n        public void Stop()\n        {\n            _destination = _position;\n            _move.speed = 0;\n            _move.steps = 0;\n        }\n\n        public bool HasArrived()\n        {\n            return _position == _destination;\n        }\n\n        public static Vector2 Clamp(Vector2 position, Vector2 offset)\n        {\n            if (offset == Vector2.zero)\n            {\n                return position;\n            }\n\n            return new Vector2(\n                ClampAxis(position.x, offset.x),\n                ClampAxis(position.y, offset.y)\n            );\n        }\n\n        public static float ClampAxis(float val, float offset)\n        {\n            if (Math.Abs(offset) > 0)\n            {\n                return val;\n            }\n\n            var mod = val % 1f;\n\n            if (Math.Abs(mod - offset) < double.Epsilon) // more precise than: if (mod == fraction)\n            {\n                return val;\n            }\n\n            if (val < 0f)\n            {\n                return (val - mod) - offset;\n            }\n\n            return (val - mod) + offset;\n        }\n\n        private static RaycastHit2D GetFirstHit(Vector2 origin, Move move, int layerMask)\n        {\n            RaycastHit2D hit = new RaycastHit2D();\n\n            // Checks the Raycast Hit in any of the next steps\n            for (int distance = 1; distance <= move.steps; distance++)\n            {\n                hit = Physics2D.Raycast(origin, move.GetDirectionVector(), distance, layerMask);\n                if (hit.collider)\n                {\n                    return hit;\n                }\n            }\n\n            return hit;\n        }\n\n        private static (Vector2 destination, Move move, RaycastHit2D hit) CalculatePath(Vector2 origin,\n            Move move, int layerMask)\n        {\n            var hit = GetFirstHit(origin, move, layerMask);\n            if (hit.collider)\n            {\n                // Cap steps until next collision\n                move.steps = Math.Min(move.steps, (int) Math.Round(hit.distance, 0));\n            }\n\n            var destination = CalculateDestination(origin, move);\n\n            return (destination, move, hit);\n        }\n\n        private static Vector2 CalculateDestination(Vector2 origin, Move move)\n        {\n            return origin + (Move.DirectionToVector(move.direction) * move.steps);\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/Movement/MovePath.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: c39975fa19164ad396f630872cec6a0d\r\ntimeCreated: 1571862757"
  },
  {
    "path": "Assets/Scripts/NewBark/Movement/PlayerMoveController.cs",
    "content": "using System;\nusing System.Collections.Generic;\nusing NewBark.Input;\nusing UnityEngine;\nusing UnityEngine.InputSystem;\n\nnamespace NewBark.Movement\n{\n    [RequireComponent(typeof(AnimationController))]\n    public class PlayerMoveController : MonoBehaviour\n    {\n        public float speed = Move.DefaultSpeed;\n        public float collisionSpeed = Move.DefaultSpeed / 2;\n        public int tilesPerStep = Move.DefaultSteps;\n\n        [Tooltip(\"Time to turn around to a different direction, in milliseconds.\")]\n        public float turnAroundDelay = 125;\n\n        public AudioClip collisionSound;\n        public float collisionSoundDelay = 0.25f;\n        public Vector2 clampOffset = new Vector2(0.5f, 0.5f);\n\n        private MoveDirector _director;\n        public MoveDirector Director => _director;\n        private AnimationController Animation => GetComponent<AnimationController>();\n\n        private void Start()\n        {\n            _director = new MoveDirector(gameObject, clampOffset, turnAroundDelay);\n        }\n\n        private void OnValidate()\n        {\n            _director = new MoveDirector(gameObject, clampOffset, turnAroundDelay);\n        }\n\n        private void FixedUpdate()\n        {\n            _director.UpdateMovement();\n        }\n\n        public void OnMoveBeforeStart(MovePath path)\n        {\n            var direction = path.Move.GetDirectionVector();\n            Animation.UpdateAnimation(direction, direction, path.Move.CalculateAnimationSpeed());\n        }\n\n        public void OnMoveDirectionChangeEnd()\n        {\n            _director.Path.Move.speed = 0;\n            Animation.UpdateAnimation(0f);\n        }\n\n        public void OnMoveEnd()\n        {\n            Animation.StopAnimation();\n        }\n\n        public void OnMoveCollide()\n        {\n            GameManager.Audio.PlaySfxWhenIdle(collisionSound, collisionSoundDelay);\n\n            Animation.UpdateAnimation(_director.Path.Move.CalculateAnimationSpeed(collisionSpeed));\n        }\n\n        public void OnMultipleButtonsHold(Dictionary<GameButton, InputAction> buttons)\n        {\n            if (!_director.Path.Move.IsSpeedUp() && GameManager.Input.IsRunningMode(buttons))\n            {\n                _director.Path.Move.DoubleSpeed();\n                var animationSpeed = _director.Path.Move.CalculateAnimationSpeed();\n\n                if (animationSpeed <= 0)\n                {\n                    // it is colliding, reduce animation speed\n                    animationSpeed = _director.Path.Move.CalculateAnimationSpeed(collisionSpeed);\n                }\n\n                Animation.UpdateAnimation(animationSpeed);\n            }\n        }\n\n        public void OnButtonBPerformed(InputAction.CallbackContext ctx)\n        {\n            if (_director.Path.Move.IsSpeedUp())\n            {\n                _director.Path.Move.RestoreSpeed();\n                _director.ClampPosition();\n            }\n        }\n\n        public void OnButtonDirectionalHold(KeyValuePair<GameButton, InputAction> btn)\n        {\n            _director.Move(btn.Value.ReadValue<Vector2>(), tilesPerStep, speed);\n        }\n\n        public void OnButtonDirectionalCanceled(InputAction.CallbackContext ctx)\n        {\n            // Without this check, turn-around movement wouldn't have animation or would have a very short one:\n            if (_director.IsDelayed())\n            {\n                return;\n            }\n\n            Animation.StopAnimation();\n            _director.ClampPosition();\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/Movement/PlayerMoveController.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: 5d0f62f0a3c94b12b8cc3d939dbdc7e3\r\ntimeCreated: 1571871978"
  },
  {
    "path": "Assets/Scripts/NewBark/Movement/TeleportController.cs",
    "content": "using NewBark.Input;\nusing NewBark.Support.Extensions;\nusing NewBark.UI;\nusing UnityEngine;\n\nnamespace NewBark.Movement\n{\n    [RequireComponent(typeof(BoxCollider2D))]\n    [RequireComponent(typeof(PlayerMoveController))]\n    public class TeleportController : MonoBehaviour\n    {\n        private int _stairsWaitTime = 500;\n\n        private bool _paused;\n        private TeleportPortal _pendingTeleport;\n\n        public TransitionController transitionController;\n        public PlayerMoveController PlayerMove => GetComponent<PlayerMoveController>();\n\n        public bool IsPaused()\n        {\n            return _paused;\n        }\n\n        public void Pause()\n        {\n            _paused = true;\n        }\n\n        public void Unpause()\n        {\n            _paused = false;\n        }\n\n        public void Resume()\n        {\n            Unpause();\n\n            if (_pendingTeleport is null)\n            {\n                Debug.LogWarning(\"pending teleport is null\");\n                return;\n            }\n\n            Teleport(_pendingTeleport, true);\n        }\n\n        private bool IsPortal(Collider2D other)\n        {\n            return other.gameObject.HasComponent<TeleportPortal>();\n        }\n\n        private TeleportPortal GetPortal(Collider2D other)\n        {\n            return other.gameObject.GetComponent<TeleportPortal>();\n        }\n\n        public bool Teleport(Vector2 lookingDirection, Vector2 absolutePosition)\n        {\n            PlayerMove.Director.Stop();\n\n            if (!PlayerMove.Director.Move(lookingDirection, absolutePosition)) return false;\n            transform.position = absolutePosition;\n            PlayerMove.Director.Stop();\n            return true;\n        }\n\n        public TeleportPortal CalculatePortal(TeleportPortal destination)\n        {\n            if (destination.dropZoneLookAt == GameButton.None)\n            {\n                destination.calculatedDropZoneLookAt = PlayerMove.Director.Path.Move.GetDirectionVector();\n            }\n            else\n            {\n                destination.calculatedDropZoneLookAt = GameManager.Input.ButtonToVector2(destination.dropZoneLookAt);\n            }\n\n            destination.calculatedDropZone = (Vector2) destination.dropZone.position + destination.dropZoneOffset;\n\n            return destination;\n        }\n\n        public bool Teleport(TeleportPortal destination, bool isCalculated = false)\n        {\n            if (!isCalculated)\n            {\n                destination = CalculatePortal(destination);\n            }\n\n            // first, move to the drop zone immediately, without animation\n            if (!Teleport(destination.calculatedDropZoneLookAt, destination.calculatedDropZone))\n            {\n                return false;\n            }\n\n            if (destination.calculatedDropZoneLookAt == Vector2.zero)\n            {\n                return true;\n            }\n\n            // turn around if necessary, to avoid turn around timeout\n            if (destination.dropZoneLookAt != GameButton.None)\n            {\n                PlayerMove.Director.LookAt(destination.calculatedDropZoneLookAt,\n                    destination.dropZoneSteps > 0 ? 0 : _stairsWaitTime);\n            }\n\n            if (destination.dropZoneSteps == 0)\n            {\n                return true;\n            }\n\n            // move the necessary steps in that direction\n            // TODO: refactor into a separate function to be able to delay it too (door enter animation cannot be seen on fade in)\n            if (!PlayerMove.Director.Move(destination.calculatedDropZoneLookAt, destination.dropZoneSteps,\n                PlayerMove.speed))\n            {\n                Debug.LogWarning(\"Moving dropzone steps FAILED...\");\n            }\n\n            return true;\n        }\n\n        private bool IsTeleporting()\n        {\n            if (!(_pendingTeleport is null))\n            {\n                return true;\n            }\n\n            return false;\n        }\n\n        // For the OnTriggerStay2D event to be fired while the object is in contact, the Rigid2D body Sleep Mode\n        // has to be on \"Never Sleep\", otherwise this is only triggered once\n        void OnTriggerEnter2D(Collider2D other)\n        {\n            if (!IsPortal(other) || IsTeleporting() || IsPaused())\n            {\n                return;\n            }\n\n            var calculatedPortal = CalculatePortal(GetPortal(other));\n\n            _pendingTeleport = calculatedPortal;\n            if (_pendingTeleport.soundEffect)\n            {\n                GameManager.Audio.PlaySfx(_pendingTeleport.soundEffect);\n            }\n\n            if (!(transitionController is null))\n            {\n                transitionController.TransitionOutIn();\n            }\n            else\n            {\n                Resume();\n                _pendingTeleport = null;\n            }\n        }\n\n        void OnTransitionOutStart()\n        {\n            Pause();\n            GameManager.Input.DeselectTarget();\n        }\n\n        void OnTransitionInStart()\n        {\n            Resume();\n        }\n\n        void OnTransitionInEnd()\n        {\n            _pendingTeleport = null;\n            GameManager.Input.RestoreTarget();\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/Movement/TeleportController.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: e722a9508ffa4f44a834c3a1f8f92d39\r\ntimeCreated: 1570998656"
  },
  {
    "path": "Assets/Scripts/NewBark/Movement/TeleportPortal.cs",
    "content": "using NewBark.Input;\nusing UnityEngine;\n\nnamespace NewBark.Movement\n{\n    public class TeleportPortal : MonoBehaviour\n    {\n        public AudioClip soundEffect;\n        public Transform dropZone;\n        public Vector2 dropZoneOffset;\n        public int dropZoneSteps;\n        public GameButton dropZoneLookAt = GameButton.None;\n        [HideInInspector] public Vector2 calculatedDropZone;\n        [HideInInspector] public Vector2 calculatedDropZoneLookAt;\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/Movement/TeleportPortal.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f8a1d8b26f1941d5b4ec89d3e35c2757\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/NewBark/Movement.meta",
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  },
  {
    "path": "Assets/Scripts/NewBark/PlayerController.cs",
    "content": "using System;\nusing NewBark.Tilemap;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace NewBark\n{\n    [RequireComponent(typeof(AnimationController))]\n    public class PlayerController : MonoBehaviour\n    {\n        [HideInInspector] public AnimationController playerAnimationController;\n        public AnimationController grassAnimationController;\n\n        private void Awake()\n        {\n            playerAnimationController = GetComponent<AnimationController>();\n        }\n\n        public Vector2 GetFaceDirection()\n        {\n            return playerAnimationController.GetLastAnimationDirection();\n        }\n\n        public bool WillCollide(Vector2 direction)\n        {\n            return CheckCollision(direction) != null;\n        }\n\n        public Collider2D CheckCollision(Vector2 direction)\n        {\n            return CheckHit(direction).collider;\n        }\n\n        public RaycastHit2D CheckHit(Vector2 direction, int layerIndex = GameManager.CollisionsLayer, float distance = 1f)\n        {\n            return Physics2D.Raycast(\n                transform.position, direction, distance, 1 << layerIndex\n            );\n        }\n\n        void DrawHit(Vector2 dir)\n        {\n            var hit = CheckHit(dir);\n            if (!hit || !hit.collider)\n            {\n                Debug.DrawRay(transform.position, dir, Color.green);\n                Debug.DrawRay(transform.position, hit.point, Color.blue);\n                return;\n            }\n\n            Debug.DrawRay(transform.position, dir, Color.red);\n            Debug.DrawRay(transform.position, hit.point, Color.blue);\n        }\n\n#if UNITY_EDITOR\n        void Update()\n        {\n            DrawHit(playerAnimationController.GetLastAnimationDirection());\n        }\n\n        void OnDrawGizmos()\n        {\n            var position = transform.position;\n            Handles.Label(\n                position + new Vector3(-4, 3),\n                position.x + \", \" + position.y + \", \" + AreaTitleTrigger.LastTriggerTitle,\n                new GUIStyle {fontSize = 8, normal = {textColor = Color.blue}}\n            );\n        }\n#endif\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/PlayerController.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: fe8a06eb057e46d5a7dcb5e26b6f58c8\r\ntimeCreated: 1570767982"
  },
  {
    "path": "Assets/Scripts/NewBark/State/GameData.cs",
    "content": "using System;\nusing NewBark.Support;\n\nnamespace NewBark.State\n{\n    [Serializable]\n    public class GameData\n    {\n        public static readonly int SchemaVersion = 2;\n        public static readonly int MinCompatibleSchemaVersion = 2;\n\n        public DateTime startDate = DateTime.Now;\n        public DateTime saveDate = DateTime.Now;\n        public float playTime;\n\n        public string areaTitleTrigger;\n        public SerializableVector2 playerPosition;\n        public SerializableVector2 playerDirection;\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/State/GameData.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: b52467cdc6474dda932372f465122632\r\ntimeCreated: 1570816469"
  },
  {
    "path": "Assets/Scripts/NewBark/State/SaveManager.cs",
    "content": "using System;\nusing System.IO;\nusing System.Runtime.Serialization.Formatters.Binary;\nusing UnityEngine;\n\nnamespace NewBark.State\n{\n    public static class SaveManager\n    {\n        private const string SaveFilePrefix = \"newbark-gamedata_v\";\n        private const string SaveFileSuffix = \".sav\";\n\n        private static string GetSaveFileName(int schemaVersion)\n        {\n            return Path.Combine(Application.persistentDataPath, SaveFilePrefix + schemaVersion + SaveFileSuffix);\n        }\n\n        private static string GetSaveFileName()\n        {\n            return GetSaveFileName(GameData.SchemaVersion);\n        }\n\n        private static string FindSaveFileName()\n        {\n            for (var i = GameData.SchemaVersion; i >= GameData.MinCompatibleSchemaVersion; i--)\n            {\n                var fileName = GetSaveFileName(i);\n\n                if (File.Exists(fileName))\n                {\n                    return fileName;\n                }\n            }\n\n            return null;\n        }\n\n        public static void Save(GameData data)\n        {\n            var stream = new FileStream(GetSaveFileName(), FileMode.Create);\n\n            var formatter = new BinaryFormatter();\n            formatter.Serialize(stream, data);\n            stream.Close();\n\n            Debug.Log(\"Game SAVED. \" + GetPlayTime(data));\n        }\n\n        public static GameData Load()\n        {\n            var fileName = FindSaveFileName();\n            if (fileName == null) return null;\n\n            var stream = new FileStream(fileName, FileMode.Open);\n            if (stream.Length == 0)\n            {\n                stream.Close();\n                return null;\n            }\n\n            var formatter = new BinaryFormatter();\n            var data = formatter.Deserialize(stream) as GameData;\n            stream.Close();\n\n            Debug.Log(\"Game LOADED. \");\n            return data;\n        }\n\n        private static string GetPlayTime(GameData data)\n        {\n            var t = TimeSpan.FromSeconds(data.playTime);\n            return \"Play time: \" + string.Format(\n                       \"{0:D2} hours, {1:D2} minutes, {2:D2} seconds, {3:D3} ms\",\n                       t.Hours,\n                       t.Minutes,\n                       t.Seconds,\n                       t.Milliseconds\n                   );\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/State/SaveManager.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: 9580b14217494e8eace2cdc71c218a87\r\ntimeCreated: 1570768164"
  },
  {
    "path": "Assets/Scripts/NewBark/State.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: 69dc1934ddd14c5b9f4e4bbf4d858574\r\ntimeCreated: 1570768144"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/Extensions/GameObjectExtension.cs",
    "content": "﻿using System.Collections.Generic;\nusing UnityEngine;\n\nnamespace NewBark.Support.Extensions\n{\n    public static class GameObjectExtension\n    {\n        public static bool HasComponent<T>(this GameObject obj) where T : Component\n        {\n            return obj.TryGetComponent(typeof(T), out _);\n        }\n        \n        public static GameObject SetParent(this GameObject obj, GameObject newParent)\n        {\n            obj.transform.parent = newParent.transform;\n            return obj;\n        }\n        \n        public static GameObject SetParent(this GameObject obj, Component newParent)\n        {\n            obj.transform.parent = newParent.transform;\n            return obj;\n        }\n\n        public static T FindObjectByTypeAndName<T>(string name) where T : Component\n        {\n            var objs = FindObjectsByTypeAndName<T>(name);\n\n            if (objs.Length > 0)\n            {\n                return objs[0];\n            }\n\n            return null;\n        }\n\n        public static T[] FindObjectsByTypeAndName<T>(string name) where T : Component\n        {\n            var objs = GameObject.FindObjectsOfType<T>();\n            var filteredObjs = new List<T>();\n\n            foreach (var obj in objs)\n            {\n                if (obj.name == name)\n                {\n                    filteredObjs.Add(obj);\n                }\n            }\n\n            return filteredObjs.ToArray();\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/Extensions/GameObjectExtension.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 696a4aa79296f4a6da1889b26f9e10c8\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/Extensions.meta",
    "content": "fileFormatVersion: 2\nguid: 5971546db46e8443e85ce3ca27eb3a2c\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/Physics/CollisionEvent2D.cs",
    "content": "using System;\nusing UnityEngine;\nusing UnityEngine.Events;\n\nnamespace NewBark.Support.Physics\n{\n    [Serializable]\n    public class CollisionEvent2D : UnityEvent<Collision2D>\n    {\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/Physics/CollisionEvent2D.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: e750297403a142bfb5785d383a96e26d\r\ntimeCreated: 1570755864"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/Physics/TriggerEvent2D.cs",
    "content": "using System;\nusing UnityEngine;\nusing UnityEngine.Events;\n\nnamespace NewBark.Support.Physics\n{\n    [Serializable]\n    public class TriggerEvent2D : UnityEvent<Collider2D>\n    {\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/Physics/TriggerEvent2D.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: 0396a130035742e5848be6fa34085e9d\r\ntimeCreated: 1570755938"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/Physics/TriggerListener2D.cs",
    "content": "using NewBark.Attributes;\nusing UnityEngine;\nusing UnityEngine.Events;\n\nnamespace NewBark.Support.Physics\n{\n    public class TriggerListener2D : MonoBehaviour\n    {\n        [Tag] public string tagFilter;\n        public UnityEvent onEnter;\n        public UnityEvent onStay;\n        public UnityEvent onExit;\n\n        void OnTriggerEnter2D(Collider2D other)\n        {\n            if (tagFilter != null && !other.CompareTag(tagFilter))\n            {\n                return;\n            }\n\n            onEnter.Invoke();\n        }\n\n        void OnTriggerStay2D(Collider2D other)\n        {\n            if (tagFilter != null && !other.CompareTag(tagFilter))\n            {\n                return;\n            }\n\n            onStay.Invoke();\n        }\n\n        void OnTriggerExit2D(Collider2D other)\n        {\n            if (tagFilter != null && !other.CompareTag(tagFilter))\n            {\n                return;\n            }\n\n            onExit.Invoke();\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/Physics/TriggerListener2D.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 882fa9ff2daf4c0b914197524e29a790\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/Physics.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: 7910d7faeaaa4df9a25f853129f069d4\r\ntimeCreated: 1570748323"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/README.md",
    "content": "# NewBark.Support\n\nSupport classes that do not contain game-specific logic and\ncan be used in any game.\n"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/README.md.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: 6d7d65e9d4b841e094f85329bcab3e64\r\ntimeCreated: 1570940972"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/SerializableVector2.cs",
    "content": "using System;\nusing UnityEngine;\n\nnamespace NewBark.Support\n{\n    [Serializable]\n    public struct SerializableVector2 : IEquatable<Vector2>, IEquatable<Vector3>\n    {\n        public float x;\n        public float y;\n\n        public static implicit operator SerializableVector2(Vector2 v)\n        {\n            return new SerializableVector2 {x = v.x, y = v.y};\n        }\n\n        public static implicit operator Vector2(SerializableVector2 sv)\n        {\n            return new Vector2 {x = sv.x, y = sv.y};\n        }\n\n        public static implicit operator SerializableVector2(Vector3 v)\n        {\n            return new SerializableVector2 {x = v.x, y = v.y};\n        }\n\n        public static implicit operator Vector3(SerializableVector2 sv)\n        {\n            return new Vector3 {x = sv.x, y = sv.y};\n        }\n\n        public static implicit operator SerializableVector2(SerializableVector3 v)\n        {\n            return new SerializableVector2 {x = v.x, y = v.y};\n        }\n\n        public static implicit operator SerializableVector3(SerializableVector2 sv)\n        {\n            return new SerializableVector3 {x = sv.x, y = sv.y, z = 0};\n        }\n\n        public bool Equals(SerializableVector2 other)\n        {\n            return x.Equals(other.x) && y.Equals(other.y);\n        }\n\n        public bool Equals(SerializableVector3 other)\n        {\n            return x.Equals(other.x) && y.Equals(other.y);\n        }\n\n        public bool Equals(Vector2 other)\n        {\n            return x.Equals(other.x) && y.Equals(other.y);\n        }\n\n        public bool Equals(Vector3 other)\n        {\n            return x.Equals(other.x) && y.Equals(other.y);\n        }\n\n        public override bool Equals(object obj)\n        {\n            switch (obj)\n            {\n                case null:\n                    return false;\n                case Vector2 vector2:\n                    return Equals(vector2);\n                case Vector3 v:\n                    return Equals(v);\n                default:\n                    return obj.GetType() == GetType() && Equals((SerializableVector2) obj);\n            }\n        }\n\n        public override int GetHashCode()\n        {\n            unchecked\n            {\n                return (x.GetHashCode() * 397) ^ y.GetHashCode();\n            }\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/SerializableVector2.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: b6d84e1d2e564294956f56f645194379\r\ntimeCreated: 1570821329"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/SerializableVector3.cs",
    "content": "using System;\nusing UnityEngine;\n\nnamespace NewBark.Support\n{\n    [Serializable]\n    public struct SerializableVector3 : IEquatable<Vector3>, IEquatable<Vector2>\n    {\n        public float x;\n        public float y;\n        public float z;\n\n        public static implicit operator SerializableVector3(Vector3 v)\n        {\n            return new SerializableVector3 {x = v.x, y = v.y, z = v.z};\n        }\n\n        public static implicit operator Vector3(SerializableVector3 sv)\n        {\n            return new Vector3 {x = sv.x, y = sv.y, z = sv.z};\n        }\n\n        public static implicit operator SerializableVector3(Vector2 v)\n        {\n            return new SerializableVector3 {x = v.x, y = v.y, z = 0};\n        }\n\n        public static implicit operator Vector2(SerializableVector3 sv)\n        {\n            return new Vector2 {x = sv.x, y = sv.y};\n        }\n\n        public static implicit operator SerializableVector3(SerializableVector2 v)\n        {\n            return new SerializableVector3 {x = v.x, y = v.y, z = 0};\n        }\n\n        public static implicit operator SerializableVector2(SerializableVector3 sv)\n        {\n            return new SerializableVector2 {x = sv.x, y = sv.y};\n        }\n\n        public bool Equals(SerializableVector2 other)\n        {\n            return x.Equals(other.x) && y.Equals(other.y);\n        }\n\n        public bool Equals(SerializableVector3 other)\n        {\n            return x.Equals(other.x) && y.Equals(other.y) && z.Equals(other.z);\n        }\n\n        public bool Equals(Vector2 other)\n        {\n            return x.Equals(other.x) && y.Equals(other.y);\n        }\n\n        public bool Equals(Vector3 other)\n        {\n            return x.Equals(other.x) && y.Equals(other.y) && z.Equals(other.z);\n        }\n\n        public override bool Equals(object obj)\n        {\n            switch (obj)\n            {\n                case null:\n                    return false;\n                case Vector2 v:\n                    return Equals(v);\n                case Vector3 v:\n                    return Equals(v);\n                default:\n                    return obj.GetType() == GetType() && Equals((SerializableVector3) obj);\n            }\n        }\n\n        public override int GetHashCode()\n        {\n            unchecked\n            {\n                var hashCode = x.GetHashCode();\n                hashCode = (hashCode * 397) ^ y.GetHashCode();\n                hashCode = (hashCode * 397) ^ z.GetHashCode();\n                return hashCode;\n            }\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/SerializableVector3.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: d5b0e009d7bc402c80b1734670028bb3\r\ntimeCreated: 1570822719"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/Singleton.cs",
    "content": "using UnityEngine;\n\nnamespace NewBark.Support\n{\n    /// <summary>\n    /// Inherit from this base class to create a singleton.\n    /// e.g. public class MyClassName : Singleton<MyClassName> {}\n    /// </summary>\n    public class Singleton<T> : MonoBehaviour where T : Component\n    {\n        // Check to see if we're about to be destroyed.\n        private static bool _shuttingDown;\n        private static object _lock = new object();\n        private static T _instance;\n\n        /// <summary>\n        /// Access singleton instance through this propriety.\n        /// </summary>\n        public static T Instance\n        {\n            get\n            {\n                if (_shuttingDown)\n                {\n                    Debug.LogWarning(\"[Singleton] Instance '\" + typeof(T) + \"' already destroyed. Returning null.\");\n                    return null;\n                }\n\n                lock (_lock)\n                {\n                    if (_instance == null)\n                    {\n                        // Search for existing instance.\n                        _instance = (T) FindObjectOfType(typeof(T));\n\n                        // Create new instance if one doesn't already exist.\n                        if (_instance != null)\n                        {\n                            //Debug.Log(typeof(T) + \" object instance found for Singleton.\");\n                            return _instance;\n                        }\n\n                        // Need to create a new GameObject to attach the singleton to.\n                        var singletonObject = new GameObject();\n                        _instance = singletonObject.AddComponent<T>();\n                        singletonObject.name = typeof(T) + \" (Singleton)\";\n\n                        //Debug.Log(singletonObject.name + \" instance NEWLY CREATED.\");\n\n                        // Make instance persistent.\n                        DontDestroyOnLoad(singletonObject);\n                    }\n\n                    return _instance;\n                }\n            }\n        }\n\n        private void OnApplicationQuit()\n        {\n            _shuttingDown = true;\n        }\n\n        private void OnDestroy()\n        {\n            _shuttingDown = true;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/Support/Singleton.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: 2ab2685231bd4bfaa4a0bf047210fbf2\r\ntimeCreated: 1570929752"
  },
  {
    "path": "Assets/Scripts/NewBark/Support.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: d611d4ced45c4975bbe1732f88beee7b\r\ntimeCreated: 1570929742"
  },
  {
    "path": "Assets/Scripts/NewBark/Tilemap/AreaTitle.cs",
    "content": "using UnityEngine;\n\nnamespace NewBark.Tilemap\n{\n    [CreateAssetMenu(fileName = \"Untitled_AreaTitle\", menuName = \"NewBark/Area Title\")]\n    public class AreaTitle : ScriptableObject\n    {\n        public string title;\n        public string subtitle;\n        public AudioClip music;\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewBark/Tilemap/AreaTitle.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: 2129cd2d9cd34372bdcf378e2c53b862\r\ntimeCreated: 1570854466"
  },
  {
    "path": "Assets/Scripts/NewBark/Tilemap/AreaTitleTrigger.cs",
    "content": "using System;\nusing NewBark.Attributes;\nusing NewBark.Support.Extensions;\nusing UnityEngine;\nusing UnityEngine.Events;\n\nnamespace NewBark.Tilemap\n{\n    public class AreaTitleTrigger : MonoBehaviour\n    {\n        public static AreaTitleTrigger LastTrigger { get; private set; }\n        public static string LastTriggerName => LastTrigger ? LastTrigger.name : null;\n        public static string LastTriggerTitle => LastTrigger ? LastTrigger.areaTitle.title : null;\n\n        public AreaTitle areaTitle;\n        [Tag] public string tagFilter = \"Player\";\n        public UnityEvent onAreaEnter;\n\n        public static void SwitchTo(string triggerName)\n        {\n            if (triggerName == null)\n            {\n                return;\n            }\n            \n            var trigger = GameObjectExtension.FindObjectByTypeAndName<AreaTitleTrigger>(triggerName);\n\n            if (trigger == null)\n            {\n                throw new Exception(\"Area Title Trigger with name '\" + triggerName + \"' not found\");\n            }\n\n            SwitchTo(trigger);\n        }\n\n        public static void SwitchTo(AreaTitleTrigger trigger)\n        {\n            if (trigger == null)\n            {\n                return;\n            }\n            \n            if ((LastTrigger != null) && LastTrigger == trigger)\n            {\n                return;\n            }\n\n            LastTrigger = trigger;\n            var areaTitle = trigger.areaTitle;\n\n            if (areaTitle.music != null)\n            {\n                GameManager.Audio.PlayBgmTransition(areaTitle.music);\n            }\n        }\n\n        void OnTriggerEnter2D(Collider2D other)\n        {\n            if (tagFilter != null && !other.CompareTag(tagFilter))\n            {\n                return;\n            }\n\n            SwitchTo(this);\n            onAreaEnter.Invoke();\n        }\n    }\n}\n"
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  {
    "path": "Assets/Scripts/NewBark/Tilemap/TileSwap.cs",
    "content": "using System;\nusing UnityEngine.Tilemaps;\n\nnamespace NewBark.Tilemap\n{\n    [Serializable]\n    public class TileSwap\n    {\n        public TileBase changeTile;\n        public TileBase newTile;\n    }\n}\n"
  },
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  {
    "path": "Assets/Scripts/NewBark/Tilemap/TileSwapSchedule.cs",
    "content": "﻿using System;\nusing UnityEngine;\n\nnamespace NewBark.Tilemap\n{\n    [Serializable]\n    public class TileSwapSchedule\n    {\n        public string m_Title;\n        public int m_FromHour;\n        public int m_ToHour;\n        public TileSwap[] m_TileSwaps;\n        public Color color = Color.white;\n\n        public bool InSchedule()\n        {\n            return DateTime.Now.Hour >= m_FromHour && DateTime.Now.Hour < m_ToHour;\n        }\n    }\n}\n"
  },
  {
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  },
  {
    "path": "Assets/Scripts/NewBark/Tilemap/TileSwapScheduler.cs",
    "content": "﻿using UnityEngine;\n\nnamespace NewBark.Tilemap\n{\n    public class TileSwapScheduler : MonoBehaviour\n    {\n        public TileSwapSchedule[] schedules;\n        private UnityEngine.Tilemaps.Tilemap[] _tileMaps;\n        private TileSwapSchedule _currentSchedule;\n\n        void Start()\n        {\n            _tileMaps = GetComponentsInChildren<UnityEngine.Tilemaps.Tilemap>();\n        }\n\n        void Update()\n        {\n            foreach (var schedule in schedules)\n            {\n                if (schedule.InSchedule() && (_currentSchedule != schedule))\n                {\n                    SwapTiles(schedule);\n                    _currentSchedule = schedule;\n                    return;\n                }\n            }\n        }\n\n        private void OnValidate()\n        {\n            _currentSchedule = null;\n        }\n\n        void SwapTiles(TileSwapSchedule schedule)\n        {\n            foreach (var tm in _tileMaps)\n            {\n                tm.color = schedule.color;\n\n                foreach (var sw in schedule.m_TileSwaps)\n                {\n                    tm.SwapTile(sw.changeTile, sw.newTile);\n                }\n            }\n        }\n    }\n}\n"
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  },
  {
    "path": "Assets/Scripts/NewBark/UI/TransitionController.cs",
    "content": "using System;\nusing System.Collections;\nusing UnityEngine;\n\nnamespace NewBark.UI\n{\n    [RequireComponent(typeof(Animator))]\n    public class TransitionController : MonoBehaviour\n    {\n        public Animator Animator => GetComponent<Animator>();\n        public GameObject messageReceiver;\n        public string transitionName;\n        public string transitionNamePast;\n        public float animationSpeed = 1f;\n        private bool _isOutIn;\n\n        private void Start()\n        {\n            Animator.speed = animationSpeed;\n        }\n\n        private void OnValidate()\n        {\n            Animator.speed = animationSpeed;\n        }\n\n        public bool IsTransitionedIn()\n        {\n            return Animator.GetCurrentAnimatorStateInfo(0).IsName(transitionNamePast + \"In\");\n        }\n\n        public bool IsTransitionedOut()\n        {\n            return Animator.GetCurrentAnimatorStateInfo(0).IsName(transitionNamePast + \"Out\");\n        }\n\n        public void TransitionIn()\n        {\n            if (IsTransitionedIn())\n            {\n                return;\n            }\n\n            StopAllCoroutines();\n            Animator.SetTrigger(transitionName + \"InTrigger\");\n            messageReceiver.SendMessage(\"OnTransitionInStart\", SendMessageOptions.DontRequireReceiver);\n        }\n\n        public void TransitionOut()\n        {\n            if (IsTransitionedOut())\n            {\n                return;\n            }\n\n            StopAllCoroutines();\n            Animator.SetTrigger(transitionName + \"OutTrigger\");\n            messageReceiver.SendMessage(\"OnTransitionOutStart\",\n                SendMessageOptions.DontRequireReceiver);\n        }\n\n        public void TransitionOutIn()\n        {\n            if (IsTransitionedOut())\n            {\n                return;\n            }\n\n            TransitionOut();\n            _isOutIn = true;\n        }\n\n        // This method should be called by a keyframe event\n        public void OnTransitionInAnimationComplete()\n        {\n            StartCoroutine(DelayedTransitionInComplete());\n        }\n\n        // This method should be called by a keyframe event\n        public void OnTransitionOutAnimationComplete()\n        {\n            StartCoroutine(DelayedTransitionOutComplete());\n        }\n\n        IEnumerator DelayedTransitionInComplete()\n        {\n            while (!IsTransitionedIn())\n            {\n                yield return null;\n            }\n\n            messageReceiver.SendMessage(\"OnTransitionInEnd\", SendMessageOptions.DontRequireReceiver);\n        }\n\n        IEnumerator DelayedTransitionOutComplete()\n        {\n            while (!IsTransitionedOut())\n            {\n                yield return null;\n            }\n\n            messageReceiver.SendMessage(\"OnTransitionOutEnd\", SendMessageOptions.DontRequireReceiver);\n            if (_isOutIn)\n            {\n                _isOutIn = false;\n                TransitionIn();\n            }\n        }\n    }\n}\n"
  },
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    "path": "Assets/Scripts/NewBark.meta",
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  },
  {
    "path": "Builders/build-osx.sh",
    "content": "#!/usr/bin/env bash\n\n./Builders/build.sh $1 OSXUniversal osx \".app\"\n"
  },
  {
    "path": "Builders/build-win.sh",
    "content": "#!/usr/bin/env bash\n\n./Builders/build.sh $1 Windows64 win64 \".exe\"\n"
  },
  {
    "path": "Builders/build.sh",
    "content": "#!/usr/bin/env bash\n\nVERSION=${1:-\"dev\"}\nUNITY_PROJECT_NAME=\"newbark\"\nUNITY_BIN=\"/Applications/Unity/2019.2.8f1/Unity.app/Contents/MacOS/Unity\"\n\nunity_build() {\n\ttarget=$1\n\talias=$2\n\text=$3\n\tdir=\"$(pwd)/Builds/$UNITY_PROJECT_NAME-$alias-v$VERSION\"\n\tbinfile=\"$dir/$UNITY_PROJECT_NAME$ext\"\n\tzipfile=\"$UNITY_PROJECT_NAME-$alias-v$VERSION.zip\"\n\n\techo \"Building $UNITY_PROJECT_NAME for $target...\"\n\tmkdir -p $dir\n\t$UNITY_BIN  \\\n\t  -batchmode  \\\n\t  -nographics  \\\n\t  -force-free \\\n\t  -silent-crashes \\\n\t  -projectPath $(pwd)  \\\n\t  -build${target}Player \"$binfile\"  \\\n\t  -quit\n\n    cp LICENSE $dir/LICENSE\n    cp README.md $dir/README.md\n\n\tif [ $? = 0 ] ; then\n\t  echo \"$target build completed successfully.\"\n\t  echo 'Creating zip file...'\n\n\t  cd $dir\n\t  zip -r -X ../$zipfile *\n\t  cd -\n\telse\n\t  echo \"$target build failed. Exited with $?.\"\n\t  exit 1\n\tfi\n}\n\nunity_build \"${@:2}\"\n"
  },
  {
    "path": "Builders/changelog.sh",
    "content": "#!/usr/bin/env bash\n\nauto-changelog --commit-limit 50 -b 50 \"${@}\"\n"
  },
  {
    "path": "CHANGELOG.md",
    "content": "### Changelog\n\nAll notable changes to this project will be documented in this file. Dates are displayed in UTC.\n\nGenerated by [`auto-changelog`](https://github.com/CookPete/auto-changelog).\n\n#### [0.8.0](https://github.com/route1rodent/newbark/compare/0.7.0...0.8.0)\n\n> 21 October 2019\n\n- change Screen Fader refactoring + Teleport fixes [`8b9ccb3`](https://github.com/route1rodent/newbark/commit/8b9ccb383ebba6cdb487aa923ef5b214fd8ecc63)\n- change: add new features to the scene, renamed to Main [`0bf5d41`](https://github.com/route1rodent/newbark/commit/0bf5d41fee807c0f238d44f55df0d9f09c9ea484)\n- changed OverWorld sprite, more organised. new pokeball sprite. [`52c3fa9`](https://github.com/route1rodent/newbark/commit/52c3fa9d8435e1fc6d678c301fd1a1036ca6680f)\n- new PC map and cherrygrove doors (placeholders) [`edb0739`](https://github.com/route1rodent/newbark/commit/edb0739013b24b30fd9e84a424f2436db529c4af)\n- new: initial Input System package integration and InputController [`6a2d8a6`](https://github.com/route1rodent/newbark/commit/6a2d8a6392a4d35b49ea42deb8bed043b8a77114)\n- change: refactor AreaTitleTrigger and how it is saved [`4bb8054`](https://github.com/route1rodent/newbark/commit/4bb805480813cbe5defe325b88049b3f0440ab53)\n- new much simpler MovementController compatible with new input system [`87bd8a2`](https://github.com/route1rodent/newbark/commit/87bd8a22fdff1971793963ec33af723ab1b7b58c)\n- change: Dialog and Interactable refactoring [`ea669ca`](https://github.com/route1rodent/newbark/commit/ea669ca543d34a87a7fd9c76b59552cab90a5af3)\n- change: remove unused tags and missing tiles [`e8e0bf4`](https://github.com/route1rodent/newbark/commit/e8e0bf435ec4f0e7d7d11fc21c24ad32f6e28a25)\n- fix for stairs teleport and initial ScreenFader support [`b103074`](https://github.com/route1rodent/newbark/commit/b1030747bc80e24429680151e205f1b397b6f26c)\n- new reimplementation of the TeleportController, fixing previous issues [`929b572`](https://github.com/route1rodent/newbark/commit/929b572e8c318e56a6b82b9322452e14608844a6)\n- new player Gizmo showing position and area [`6cc6556`](https://github.com/route1rodent/newbark/commit/6cc6556d278cddfa1d13815aac8979891b465e1a)\n- change: improve SaveManager and state with more data [`15140f4`](https://github.com/route1rodent/newbark/commit/15140f4a92aaeb5c7179b36653a73a6b41a573b3)\n- finish initial MovementController2 implementation with many improvements and proper speed-aware animation [`033b25f`](https://github.com/route1rodent/newbark/commit/033b25f6b1c4f9f33da2b24d767f7712dcbc3b8b)\n- change: refactor and simplify AudioChannelManager [`3828b7f`](https://github.com/route1rodent/newbark/commit/3828b7f775ecdb3bff392d1d353bd1316b22d39c)\n- new reusable presets for rigidbody [`ea5fb82`](https://github.com/route1rodent/newbark/commit/ea5fb829aa1deb625c2d3cf5a4a5ac86d77a256e)\n- new grass animation (experimental) [`ac1302b`](https://github.com/route1rodent/newbark/commit/ac1302b034048c7aee94f8547f0fa18506a2d0e6)\n- improved ScreenFader support [`9fbe11e`](https://github.com/route1rodent/newbark/commit/9fbe11e6be41dab27a58c1992c97149d9e842aaa)\n- new: area titles are now scriptable objects [`ebb13f1`](https://github.com/route1rodent/newbark/commit/ebb13f1c9844458397f437e3fe62cebdeb7a943e)\n- new SerializableVector2 and 3 [`bd81f50`](https://github.com/route1rodent/newbark/commit/bd81f50802d8ada63e3e5ac3010f0816a6c31397)\n- new implement RUNNING! YAY! (press direction + B) [`a04631c`](https://github.com/route1rodent/newbark/commit/a04631c5490ceeb4a772f80f432b898b077b6b49)\n- new: implement portal enter sound and remove CanTeleport [`f1c242d`](https://github.com/route1rodent/newbark/commit/f1c242d6b6d8935900abe2288ef35fc30c0dc2cd)\n- add changelog [`1363831`](https://github.com/route1rodent/newbark/commit/1363831dc8b2a75d6a84d12b7ff08fec2eb38756)\n- change: split AudioManager and AudioChannel behaviors [`3c8ab2f`](https://github.com/route1rodent/newbark/commit/3c8ab2f9d2ca6df6dc49ac6ab122d61b669fb466)\n- fix test scene fatal errors [`b5a8a59`](https://github.com/route1rodent/newbark/commit/b5a8a59399d22f694d63b4d16d084059022843c2)\n- initial player progress save support [`3077691`](https://github.com/route1rodent/newbark/commit/307769169e01b8b3d237c3847e0e8f67b4e6e204)\n- [tiles] add initial support for day/night cycle #30 [`bb3fd09`](https://github.com/route1rodent/newbark/commit/bb3fd0931262b547eb39d2a4217b110b72a169bd)\n- fix: Input now supports held buttons properly, also multiple [`5107461`](https://github.com/route1rodent/newbark/commit/5107461bde1e31600b6c4b2effe3d8d0b1eb2449)\n- new TileSwapScheduler has support for multiple schedules and tint color [`2d01510`](https://github.com/route1rodent/newbark/commit/2d0151029cbce6e1e3184ebaaa8e727fda9f3379)\n- change Player to GameController with singletons support (Audio, Input, etc) [`1e3130b`](https://github.com/route1rodent/newbark/commit/1e3130bae747b20b89760e5a50a2a78f4eadc8d3)\n- initial MovementInfo implementation [`3098799`](https://github.com/route1rodent/newbark/commit/3098799d9c99e28b7d3919e91737669d3a7ff339)\n- new generic Singleton class [`1016c02`](https://github.com/route1rodent/newbark/commit/1016c02d13b6fc30304d749621f75055928150e4)\n- remove unused PlayerInput component [`84653b0`](https://github.com/route1rodent/newbark/commit/84653b03aca154cdb9ec72b2c5ee8d561fe4fc1a)\n- update changelog [`22b5c41`](https://github.com/route1rodent/newbark/commit/22b5c418632b9e33dd0619d6e260ade38335ca21)\n- fix tilemap scheduler [`abf5bef`](https://github.com/route1rodent/newbark/commit/abf5bef0ba2bc21de95d50184e9f51a030610c53)\n- change: AudioChannelManager use OnValidate instead of Update [`9cdb1be`](https://github.com/route1rodent/newbark/commit/9cdb1be528af2b1d8b6fe2745693fa4cd1698ac0)\n- new Tag attribute [`284ebe7`](https://github.com/route1rodent/newbark/commit/284ebe77e0991123910d23cc944ad410299db9f2)\n- remove ForceMove [`212b18a`](https://github.com/route1rodent/newbark/commit/212b18ab65eddd281983df82d9b18fc90c490819)\n- new ways of calling UpdateAnimation, supporting just DirectionButton [`0fe6ec5`](https://github.com/route1rodent/newbark/commit/0fe6ec5ba7fe5c1fba74972e263f0f3896bc37e8)\n- change: audio channels are now parent of the controller [`4e2545f`](https://github.com/route1rodent/newbark/commit/4e2545f98d9df9b13617002964155aaa0db2e0b0)\n- change: TriggerListener2D collisions now filterable by tags [`32b30ce`](https://github.com/route1rodent/newbark/commit/32b30ce258a80ed6ee357aeae1281aefc99f4a4f)\n- change: move certain classes under Support namespace [`2aa9be1`](https://github.com/route1rodent/newbark/commit/2aa9be1c057e2ca0c975158d37b157307ded6ef1)\n- reset Physics2D settings [`3ea449c`](https://github.com/route1rodent/newbark/commit/3ea449c544f8ba3d6dfffc0c1b407ca46e5d371f)\n- change extensions to Support namespace [`4d125ac`](https://github.com/route1rodent/newbark/commit/4d125aca6faaad73fd15d1cc076c9f18ecb52497)\n- change: project settings for Android build [`1d5b970`](https://github.com/route1rodent/newbark/commit/1d5b9700bdbfb2eb77a61b9b93e4e7839d69e3fe)\n- fix player gizmo [`5c53988`](https://github.com/route1rodent/newbark/commit/5c5398884ed2275b8c03ce954b9680eaeafcfeb2)\n- add iTween package [`e7cd34a`](https://github.com/route1rodent/newbark/commit/e7cd34a5dc3e2512416fb6874f0e0c2771bd3746)\n- fix: cannot change player direction on game load [`42db1ef`](https://github.com/route1rodent/newbark/commit/42db1ef7dd8cd38ccab9525212903b96a3b77241)\n- fix player direction loader [`c89bb9e`](https://github.com/route1rodent/newbark/commit/c89bb9ee1d099bae426e444a4f4b2a1a7d387bcb)\n- change: portal prefab to not static [`2d5f856`](https://github.com/route1rodent/newbark/commit/2d5f8568cfe8d6f6d575f71aad18d6f207bdd5b6)\n\n#### [0.7.0](https://github.com/route1rodent/newbark/compare/0.6.1...0.7.0)\n\n> 11 October 2019\n\n- revamp sprites and tiles, add Cherry Grove city [`9152ec3`](https://github.com/route1rodent/newbark/commit/9152ec3f673c27869bd7dd57cf47d42708b0b350)\n- delete outdated presets [`5b51d68`](https://github.com/route1rodent/newbark/commit/5b51d68e25df908db87d2cc74d29a184cffe778f)\n- fix interactables positions [`365a649`](https://github.com/route1rodent/newbark/commit/365a649a59faaaebba894a6b3a1fd3d2267adba0)\n- use 2D extras as Unity Package [`82d6433`](https://github.com/route1rodent/newbark/commit/82d6433417c7baa8f6a6ae1a207fc33660357a02)\n- reorganize code under the RPGKit2D namespace [`db079ae`](https://github.com/route1rodent/newbark/commit/db079ae9c0a11aa3acfa1dd9caf83beb924218d5)\n- implement multi-layer audio channel support + area music change [`8e65d69`](https://github.com/route1rodent/newbark/commit/8e65d69bf1c177f87d1c60896e5c74e0f6e25a4c)\n- add Interactable layer. reorganise layers, tags and grid. [`322b4ec`](https://github.com/route1rodent/newbark/commit/322b4eca258d9e99dbe7beff9f571f4da1039135)\n- move scripts to new (WIP) 2d-rpgkit package [`be006e2`](https://github.com/route1rodent/newbark/commit/be006e28510c621433fa1a94786c7a4ec2e5ec68)\n- separate Interactable logic into a separate controller [`199f1f4`](https://github.com/route1rodent/newbark/commit/199f1f48fc3058ba3f341bc8dc8411168f3e7b36)\n- implement event-based collision sound [`897dc18`](https://github.com/route1rodent/newbark/commit/897dc18518a428d3e5c0a3606f57fe37003dc421)\n- simplify the MovementController in one single script [`40ba58f`](https://github.com/route1rodent/newbark/commit/40ba58f9db87cd24a18949533ee1fa07526a09ad)\n- add new AnimationController and RPGKit namespace [`41f1b61`](https://github.com/route1rodent/newbark/commit/41f1b61ba4e86005e7285a14f23b58a6d4fc45a4)\n- fix camera bounds to perfect rectangle [`2f7905d`](https://github.com/route1rodent/newbark/commit/2f7905da33a872c14be948e4b1f2d9dfbad15383)\n- remove unnecessary Gizmos [`0094c83`](https://github.com/route1rodent/newbark/commit/0094c83a8ad9b057a2b97d9751bf9d2619f30f23)\n- fix dialog scrolling issues [`a02a555`](https://github.com/route1rodent/newbark/commit/a02a55551c7a6dfe0561849f0f904c5ae924bb2f)\n- move scripts under NewBark namespace [`340c913`](https://github.com/route1rodent/newbark/commit/340c913be9068dfaf5a8600d7629158e3ae748e1)\n- fix: dialog trigger should not end on B button press [`0d14a40`](https://github.com/route1rodent/newbark/commit/0d14a408321db4f57dd7f1e8045a797a7944c111)\n- stop forcing resolution [`a02d8f6`](https://github.com/route1rodent/newbark/commit/a02d8f616c304cdc500a27fa19cb112064459b49)\n- rename Input class [`aee929e`](https://github.com/route1rodent/newbark/commit/aee929e69f620427cfc32bfbe848374954f4365e)\n- fix animation CycleOffset (initial leg move sync) [`0abe5c0`](https://github.com/route1rodent/newbark/commit/0abe5c090297a472e800e26c4719035ee6bacb1b)\n- upgrade editor to 2019.2.8f1 [`e679b5d`](https://github.com/route1rodent/newbark/commit/e679b5dfc91f85b8070f318de553036103fd6878)\n- change README [`3bbab06`](https://github.com/route1rodent/newbark/commit/3bbab06cdb3f72a171ce8f417ff4a78bca65d2da)\n- remove old debug logs [`a05ef78`](https://github.com/route1rodent/newbark/commit/a05ef785fd6a661e7b3c2044f2d8c463cd709c4c)\n- change Helpers menu to 2D RPG Kit [`32efc16`](https://github.com/route1rodent/newbark/commit/32efc16f04336e8cad1fa4cdb0e29ed5ade418ab)\n\n#### [0.6.1](https://github.com/route1rodent/newbark/compare/0.6.0...0.6.1)\n\n> 19 August 2019\n\n- warping improvements I [`f248ad6`](https://github.com/route1rodent/newbark/commit/f248ad64d8e29b6e253999fbf3c09b0f536c3f61)\n- add initial screen fader implementation [`f33277d`](https://github.com/route1rodent/newbark/commit/f33277d11badcb03a8577f818c04ce68e0097566)\n- fix current warp direction issues [`93d7471`](https://github.com/route1rodent/newbark/commit/93d74719051a1fc6134b2f5e4ac4aca0a3a1b7fe)\n- add GUI prefabs [`9800afa`](https://github.com/route1rodent/newbark/commit/9800afa53414c83b72e568d1490e560c7f391652)\n- add splash screen, app icon and force resolution [`64fe5cb`](https://github.com/route1rodent/newbark/commit/64fe5cbe67177cf9d20bbf2e128fb2aa06f39877)\n- warping improvements II [`c5fde90`](https://github.com/route1rodent/newbark/commit/c5fde906965af2e64a79c9ca23f7b8b16044d6a0)\n- update to Unity 2019.1.9 [`ca99302`](https://github.com/route1rodent/newbark/commit/ca9930230e455d664ed560ef3352b45d1b377d1a)\n- warping improvements III [`a1b974c`](https://github.com/route1rodent/newbark/commit/a1b974c1637d3c2f09978e5a3deda68f7908603e)\n- fix fade and end warp direction [`ab2ca4e`](https://github.com/route1rodent/newbark/commit/ab2ca4ed4508680c938bc990e0e791da8a415190)\n- add IDE filter by tag helper [`c4c2d15`](https://github.com/route1rodent/newbark/commit/c4c2d151862b886b7459c5d95e31ff1698992bfe)\n- initial touch/swipe input support [`b6400c1`](https://github.com/route1rodent/newbark/commit/b6400c10aa936f22aef288cd1b2d63d97329ae70)\n- warp only Player tagged objects [`19de3dd`](https://github.com/route1rodent/newbark/commit/19de3dd54b49b3b40eec67888bd242881a2900b9)\n- update to Unity 2019.2.1f1 [`9951275`](https://github.com/route1rodent/newbark/commit/99512753c8035e7a5a440f4857e5cf31ac4f5b08)\n- update package versions and readme [`405906f`](https://github.com/route1rodent/newbark/commit/405906faa08ea73eafc020e40212cedbc8318c71)\n- add dev notes file [`ec63808`](https://github.com/route1rodent/newbark/commit/ec638088cf5bc87a1b6f38386a2d8ee04aa93bcf)\n- fix build [`ad5aad2`](https://github.com/route1rodent/newbark/commit/ad5aad2c8452dd7ba3d2fe69ec815e6681ca9937)\n- optimize HasComponent function [`482f049`](https://github.com/route1rodent/newbark/commit/482f04940c1325bb9bb6815c3433be6e0ed25f70)\n- rename physics scripts folder to movement [`d069044`](https://github.com/route1rodent/newbark/commit/d06904452f1815718f70da48c4293a9bd30080c1)\n\n#### [0.6.0](https://github.com/route1rodent/newbark/compare/0.5.0...0.6.0)\n\n> 7 February 2019\n\n- add initial Dialog system [`e14800f`](https://github.com/route1rodent/newbark/commit/e14800f7f3600d163e87fb57a1d3c0dc8c7fde0f)\n- fixed map, item collision and vsync [`b2c286a`](https://github.com/route1rodent/newbark/commit/b2c286a6fbf31f683592687d80aae052b65daac0)\n- dialog improvements with auto text wrap and scroll [`62a23b7`](https://github.com/route1rodent/newbark/commit/62a23b79aa08e88df2fb052d1a1a25604ac23904)\n- Dialog box system improvements [`a42fc46`](https://github.com/route1rodent/newbark/commit/a42fc464ee0e058e53dd7e5d776ad6672257f6d1)\n- update pkgs [`b3dd939`](https://github.com/route1rodent/newbark/commit/b3dd939b2da986ac3c62d34dba43e105455ed717)\n- fix: dont move on GUI [`9bbbbcf`](https://github.com/route1rodent/newbark/commit/9bbbbcfa1a359ad35a757817014b979231888cb9)\n- remove material from UI [`a2aa445`](https://github.com/route1rodent/newbark/commit/a2aa445eb118227f5a9662f52e146bc2c6c1c74d)\n\n#### [0.5.0](https://github.com/route1rodent/newbark/compare/0.1.0-melonjs...0.5.0)\n\n> 25 January 2019\n\n- NewBark v0.5.0 [`#12`](https://github.com/route1rodent/newbark/pull/12)\n- Merge pull request #12 from capsulemonsters/develop [`#7`](https://github.com/route1rodent/newbark/issues/7) [`#11`](https://github.com/route1rodent/newbark/issues/11) [`#2`](https://github.com/route1rodent/newbark/issues/2) [`#6`](https://github.com/route1rodent/newbark/issues/6)\n- initial port and migration to Unity [`bc3aee6`](https://github.com/route1rodent/newbark/commit/bc3aee6453ad52ffe465aa46d89788f70fb017e0)\n- corner tiles + audio [`061cf4c`](https://github.com/route1rodent/newbark/commit/061cf4c615887974e41d0709994932b3de53f92b)\n- improved collision detection engine [`4fbd138`](https://github.com/route1rodent/newbark/commit/4fbd138a0f50ab00a627dbb38f07c42239c2c197)\n- add blender tree player animation [`6fe7abc`](https://github.com/route1rodent/newbark/commit/6fe7abce0cf5f7395dd4931c7722a3aefebb59ba)\n- delegate the actual movement outside CellMovement class [`d6854f3`](https://github.com/route1rodent/newbark/commit/d6854f3a5fa011bc21afc31642445f60f62dd199)\n- better camera movement and bounds [`c8c7c2e`](https://github.com/route1rodent/newbark/commit/c8c7c2ec082beb0f2c1f2519a3d40cfca67920e9)\n- fix: prevent player rotation and collision fricition and stay [`a68d258`](https://github.com/route1rodent/newbark/commit/a68d258eb8997b65f9d2a721d96c33e292414ac8)\n- attempt to fix tile jitter on camera move [`068276e`](https://github.com/route1rodent/newbark/commit/068276ef30b1fbb3fbe7e5246c14938c14838eba)\n- added sound support for collisions + layer bug fixes [`88e41ea`](https://github.com/route1rodent/newbark/commit/88e41ea215f03c84143c27eb8b3afb491786b1a2)\n- refactor: grid movement into modular classes [`74453cc`](https://github.com/route1rodent/newbark/commit/74453cc1744b672f0fb28c16c004de4f2b3448d0)\n- rename Assets/Vendor to Assets/Packages [`2e471d7`](https://github.com/route1rodent/newbark/commit/2e471d75a06dbb6d796911dfad86002316e2d024)\n- update to Unity 2018.2.19f1 [`355b135`](https://github.com/route1rodent/newbark/commit/355b1350eb324d51e38e971913032b54243efcf7)\n- remove unused script [`d1d2165`](https://github.com/route1rodent/newbark/commit/d1d21658c4d6f99b00d811b06601a4e208796db4)\n- more precise camera size + disable EditorOnly objects renderer [`2634366`](https://github.com/route1rodent/newbark/commit/26343667a26b5eff36aad53c24cc0c0df6101a95)\n- better camera support, less jitter [`0fc91cc`](https://github.com/route1rodent/newbark/commit/0fc91cc96b69bf6d20ab324571aa73f64606b57e)\n- Update to Unity 2018.3.2f1 [`24a8bb2`](https://github.com/route1rodent/newbark/commit/24a8bb2d917ef6b8bad9662a63e370ea1266fc52)\n- reorganise scripts [`2f83b9c`](https://github.com/route1rodent/newbark/commit/2f83b9c89fe1a34c58df0a4ca76329d20f14e70d)\n- readme update [`81b07a9`](https://github.com/route1rodent/newbark/commit/81b07a96c40368d9dae8548318d74b31b60e9c99)\n- fix README links [`46c90ba`](https://github.com/route1rodent/newbark/commit/46c90ba3e0eb4018dd13bac9d588d46c89ed000c)\n- Update README.md [`41e67be`](https://github.com/route1rodent/newbark/commit/41e67bed80afffca08966ba9a11c99d7f2693008)\n- fix warnings in RuleTileEditor component [`0f93b02`](https://github.com/route1rodent/newbark/commit/0f93b02e53c9cff41556bcab23268f4dd5a77b68)\n- Update README.md [`8c35b2f`](https://github.com/route1rodent/newbark/commit/8c35b2f8cb0b972dc0cde4beaf81fea37e343086)\n- Update recommendations.md [`f8e9194`](https://github.com/route1rodent/newbark/commit/f8e919467b9a3118e0763227d1aab50afa111f54)\n\n#### 0.1.0-melonjs\n\n> 27 March 2018\n\n- fix: issues with debug sprite and fps and grid snapping movement [`#1`](https://github.com/route1rodent/newbark/issues/1) [`#5`](https://github.com/route1rodent/newbark/issues/5)\n- refactor: webpack + gulp integration, modularization of the game [`7dd1650`](https://github.com/route1rodent/newbark/commit/7dd16506c30a7d80d9f1079bb28c7a1f55bc762b)\n- initial engine with map [`2c234d3`](https://github.com/route1rodent/newbark/commit/2c234d3b91235767a862a51e4f94fb69e48b998a)\n- refactor: code is now fully modular [`2fba4d7`](https://github.com/route1rodent/newbark/commit/2fba4d725e442e98dcbe60ed8a0a8d31ffae5eb7)\n- refactoring: Entities and Controllable engine [`649ddcc`](https://github.com/route1rodent/newbark/commit/649ddcc807874d59ab3207bbc37069679d47de62)\n- fix: Grid movement and collision engines now work properly, but at 32fps [`232c4a1`](https://github.com/route1rodent/newbark/commit/232c4a1997c3873c88b71c39e7a0b8aae119158c)\n- refactor: Game and GameLoader classes into more modular code [`664f575`](https://github.com/route1rodent/newbark/commit/664f575f08a20671b5f9d7bf077125eaa1b9820b)\n- refactor: improves external module handling and gulp scripts [`0c994e7`](https://github.com/route1rodent/newbark/commit/0c994e7e34831d41856ce4d834436fd3cb3521db)\n- refactor: movement calculations have been simplified, with speed support [`0104867`](https://github.com/route1rodent/newbark/commit/0104867225cd7af41540e629c224fdcf3e2b3b96)\n- feat: improved assets object access [`c495ba3`](https://github.com/route1rodent/newbark/commit/c495ba30dcda095df6e397e343c3587e349073c5)\n- assets: adds Pokemon GB fonts, remove unused. [`1460610`](https://github.com/route1rodent/newbark/commit/146061027361c823905675c1207c0d6982720340)\n- refactor: game load is now decoupled [`52bc346`](https://github.com/route1rodent/newbark/commit/52bc3460235d4b1cb3996505f0b96a1f110811de)\n- refactor: config is loaded externally now [`7f60b55`](https://github.com/route1rodent/newbark/commit/7f60b55dbe75ce5a6002d5fea636c32c1e51efa3)\n- improved index layout [`954f567`](https://github.com/route1rodent/newbark/commit/954f5670e5e79ad0a0acd51d76016659a3bdd854)\n- template and debug info improvements [`f38cc86`](https://github.com/route1rodent/newbark/commit/f38cc86b4555b9879a2f65ebd1c8fb402130e7eb)\n- adds gulp publish command for admins [`7a1f304`](https://github.com/route1rodent/newbark/commit/7a1f304e628743154079848c051ef217aca89627)\n- remove unused files [`f13433d`](https://github.com/route1rodent/newbark/commit/f13433d34d2027315aca823e9cb2acf0b628e2b0)\n- style: better syntax [`9cf08dc`](https://github.com/route1rodent/newbark/commit/9cf08dcb8667b7ad72d3c0d74ab9e0999d09d6ec)\n- improved layout with SuperGB skins [`a3f2b11`](https://github.com/route1rodent/newbark/commit/a3f2b1114c4ffd3851b584ef35909b3c9869ee0d)\n- feat: add initial swipe and touch support [`70329d7`](https://github.com/route1rodent/newbark/commit/70329d7fa601df237a44421bfa3678d79bbf77fa)\n- refactor: simpler video resolution and scaling system. fix for HDPI displays. [`98f9ecf`](https://github.com/route1rodent/newbark/commit/98f9ecfc7297984a8c4dcc8eea9e9fb089004775)\n- ui: new minimal frame layout [`c18578d`](https://github.com/route1rodent/newbark/commit/c18578d0847904c86a505fd15c3145fd491fa729)\n- feature: added Gamepad support [`966532c`](https://github.com/route1rodent/newbark/commit/966532c510297bfc88ce52cc17810803001150b7)\n- moves css to the src folder, added gulp watch [`2c343f0`](https://github.com/route1rodent/newbark/commit/2c343f011d6f4313f7f1aea182c44c65a26955fd)\n- fix: anchorPoint.set was not called in the Controllable [`f45bc75`](https://github.com/route1rodent/newbark/commit/f45bc7574e504827bcfe4532fffd15cffce272a8)\n- remove gamepadjs dependency [`25a3197`](https://github.com/route1rodent/newbark/commit/25a31975696235fa6362dfbff52f06529015a7b4)\n- updated README [`e47a03f`](https://github.com/route1rodent/newbark/commit/e47a03f93cc5edfd23908abd7941e19b5a216a85)\n- adds license [`97f0bbd`](https://github.com/route1rodent/newbark/commit/97f0bbd50886d9340cfe8ccb549eb2ba68c9a661)\n- Improved Gruntfile tasks [`3a5cb56`](https://github.com/route1rodent/newbark/commit/3a5cb564af98492df034cc2613946bc72ad2b90d)\n- fix: config file not found in Electron app + footer removal [`74a4fce`](https://github.com/route1rodent/newbark/commit/74a4fce97dbc9021c02fe41f309c38a4a56c1a2a)\n- fix: set FPS before load [`34f1125`](https://github.com/route1rodent/newbark/commit/34f1125ef7d07ca25c92dbf6f270e82dd6e4c04e)\n- Update index.html [`1312ba9`](https://github.com/route1rodent/newbark/commit/1312ba9a8728dbf3ff242ddcc087f22020dc79c3)\n- ui: improved footer [`7526140`](https://github.com/route1rodent/newbark/commit/752614084d4bd7c188c07bd54b6fff92a3fc7b36)\n- maps: new player position [`c4baa2e`](https://github.com/route1rodent/newbark/commit/c4baa2ef390c7bc979958154bb26acf785632b63)\n- Update README.md [`8502fd9`](https://github.com/route1rodent/newbark/commit/8502fd95f8719def119525625691dabd1473f7ab)\n- update gh-pages commit descriptions [`a8466fa`](https://github.com/route1rodent/newbark/commit/a8466fa5b4ae2619faf7edc171098a10b276729e)\n- Update README.md [`8e49b4b`](https://github.com/route1rodent/newbark/commit/8e49b4b3eebc76244744d0eae567a940a022a4c1)\n- Initial commit [`f5152dd`](https://github.com/route1rodent/newbark/commit/f5152dd7d18b9086b2ba6cdf2d47e0c4e6f5be00)\n- update screenshot [`0c09838`](https://github.com/route1rodent/newbark/commit/0c09838948fa6482e51f996c86437c855f7e8096)\n"
  },
  {
    "path": "Documents/DevNotes.md",
    "content": "# Dev Notes\n\n## Solutions to solved problems\n- TransparentFX layer has to be disabled in Camera's culling mask, to not render the elements on it\n- For the OnTriggerStay2D event to work properly, the Rigid2DBody Sleep Mode has to be on \"Never Sleep\", otherwise this is only triggered once\n- The Static flag in the inspector is useful, when enabled, for elements that never move. Optimizes the game, so less calculations are made.\n- \n\n## ToDos\n- Refactor Movement system (using editor-assigned properties, events like onMoveEnd, move disable/enable, better decoupling,...)\n\t- MoveTo does not work with warp post movement\n\t- We need a way to disable step-movement when teleporting, enabling it again for the postWarpMove\n\t- We need a way to reactivate warping and collisions when movement is finished\n- Refactor Warping system after movement one, if needed\n- add debug GUI and enable it via the PlayerHouse PC. add steps counter and show it, together with FPS\n\n\n## Issues\n- Maybe warpCoords make moveSteps to not work in WarpController\n- Sometimes text dialogs are not in the right order, they get mixed and lost\n- Triggering a dialog may not respond to buttons\n- When fading on warp player can still move\n\n\n## Resources\n- [Learning Unity 2D - Video Tutorials](https://www.youtube.com/playlist?list=PL0dOETTrhWWCuWcl2OjB3GfvrlfWEzx18)"
  },
  {
    "path": "LICENSE",
    "content": "The MIT License\n\nCopyright (c) 2017-present jota (@metaunicorn)\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n"
  },
  {
    "path": "Packages/manifest.json",
    "content": "{\n  \"dependencies\": {\n    \"com.pixelplacement.itween\": \"https://github.com/route1rodent/iTween.git#1.0.0\",\n    \"com.unity.2d.pixel-perfect\": \"5.0.0\",\n    \"com.unity.2d.sprite\": \"1.0.0\",\n    \"com.unity.2d.tilemap\": \"1.0.0\",\n    \"com.unity.2d.tilemap.extras\": \"https://github.com/Unity-Technologies/2d-extras.git#master\",\n    \"com.unity.cinemachine\": \"2.7.3\",\n    \"com.unity.ext.nunit\": \"1.0.6\",\n    \"com.unity.ide.rider\": \"3.0.6\",\n    \"com.unity.ide.visualstudio\": \"2.0.7\",\n    \"com.unity.ide.vscode\": \"1.2.3\",\n    \"com.unity.inputsystem\": \"1.0.2\",\n    \"com.unity.render-pipelines.universal\": \"11.0.0\",\n    \"com.unity.test-framework\": \"1.1.24\",\n    \"com.unity.textmeshpro\": \"3.0.6\",\n    \"com.unity.timeline\": \"1.5.5\",\n    \"com.unity.ugui\": \"1.0.0\",\n    \"com.unity.modules.ai\": \"1.0.0\",\n    \"com.unity.modules.androidjni\": \"1.0.0\",\n    \"com.unity.modules.animation\": \"1.0.0\",\n    \"com.unity.modules.assetbundle\": \"1.0.0\",\n    \"com.unity.modules.audio\": \"1.0.0\",\n    \"com.unity.modules.cloth\": \"1.0.0\",\n    \"com.unity.modules.director\": \"1.0.0\",\n    \"com.unity.modules.imageconversion\": \"1.0.0\",\n    \"com.unity.modules.imgui\": \"1.0.0\",\n    \"com.unity.modules.jsonserialize\": \"1.0.0\",\n    \"com.unity.modules.particlesystem\": \"1.0.0\",\n    \"com.unity.modules.physics\": \"1.0.0\",\n    \"com.unity.modules.physics2d\": \"1.0.0\",\n    \"com.unity.modules.screencapture\": \"1.0.0\",\n    \"com.unity.modules.terrain\": \"1.0.0\",\n    \"com.unity.modules.terrainphysics\": \"1.0.0\",\n    \"com.unity.modules.tilemap\": \"1.0.0\",\n    \"com.unity.modules.ui\": \"1.0.0\",\n    \"com.unity.modules.uielements\": \"1.0.0\",\n    \"com.unity.modules.umbra\": \"1.0.0\",\n    \"com.unity.modules.unityanalytics\": \"1.0.0\",\n    \"com.unity.modules.unitywebrequest\": \"1.0.0\",\n    \"com.unity.modules.unitywebrequestassetbundle\": \"1.0.0\",\n    \"com.unity.modules.unitywebrequestaudio\": \"1.0.0\",\n    \"com.unity.modules.unitywebrequesttexture\": \"1.0.0\",\n    \"com.unity.modules.unitywebrequestwww\": \"1.0.0\",\n    \"com.unity.modules.vehicles\": \"1.0.0\",\n    \"com.unity.modules.video\": \"1.0.0\",\n    \"com.unity.modules.vr\": \"1.0.0\",\n    \"com.unity.modules.wind\": \"1.0.0\",\n    \"com.unity.modules.xr\": \"1.0.0\"\n  }\n}\n"
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    "content": "# NewBark\n🌳 Retro-style 2D RPG game engine for Unity, inspired by Pokémon Gold, Silver and Crystal.\n\n![screenshot](Assets/Graphics/Images/screenshot.png)\n\n> IMPORTANT: This project is in low-maintainance mode, meaning that compatibility fixes with new Unity and package versions will be published but new additions or features are not going to happen any time soon and there are no plans for them yet. \n\nLooking for a GameMaker version? Check [newbark-gamemaker](https://github.com/itsjavi/newbark-gamemaker)\n\n## Requirements\n\n- Unity 2021.1 or greater\n\n\n## License\n\nThis software is copyrighted and licensed under the \n[MIT license](https://github.com/itsjavi/newbark-unity/LICENSE).\n\n### Disclaimer\n\nThis software comes bundled with data and graphics extracted from the\nPokémon series of video games. Some terminology from the Pokémon franchise is\nalso necessarily used within the software itself. This is all the intellectual\nproperty of Nintendo, Creatures, inc., and GAME FREAK, inc. and is protected by\nvarious copyrights and trademarks.\n\nThe goal of this project is not to create and/or distribute a game, but to learn\nhow to create similar retro games in Unity. So this project, apart from being a possible\nbase engine for future similar projects unrelated to the Pokémon franchise,\nhas mainly educational purposes.\n\nThe author believes that the use of this intellectual property for a fan reference\nis covered by fair use and that the software is significantly impaired without said\nproperty included. Any use of this copyrighted property is at your own legal risk.\n\nThis software is not affiliated in any way with Nintendo,\nPokémon or any other game company.\n\nA complete revision history of this software is available from\nhttps://github.com/itsjavi/newbark-unity\n\n---\n\n\nCreated by [@itsjavi](https://github.com/itsjavi)\n"
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