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using UnityEngine; | |
/* | |
* Most functions taken from Tween.js - Licensed under the MIT license | |
* at https://github.com/sole/tween.js | |
* Quadratic.Bezier by @fonserbc - Licensed under WTFPL license | |
*/ | |
public delegate float EasingFunction(float k); | |
public class Easing |
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/* | |
* Created by C.J. Kimberlin | |
* | |
* The MIT License (MIT) | |
* | |
* Copyright (c) 2019 | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal | |
* in the Software without restriction, including without limitation the rights |
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# remove .DS_Store file from GitHub that MAC OS X creates | |
# find and remove .DS_Store | |
find . -name .DS_Store -print0 | xargs -0 git rm -f --ignore-unmatch | |
# create .gitignore file, if needed | |
touch .gitignore | |
echo .DS_Store > .gitignore | |
# push changes to GitHub |
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// Unity C# Cheat Sheet | |
// I made these examples for students with prior exerience working with C# and Unity. | |
// Too much? Try Unity's very good tutorials to get up to speed: https://unity3d.com/learn/tutorials/topics/scripting |
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using UnityEngine; | |
using UnityEngine.Animations; | |
using UnityEngine.Playables; | |
[RequireComponent(typeof(Animator))] | |
public class AnimationController : MonoBehaviour | |
{ | |
const string ANIMATION = "Animation"; | |
PlayableGraph _playableGraph; |
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using UnityEngine; | |
[RequireComponent( typeof(Camera) )] | |
public class FlyCamera : MonoBehaviour { | |
public float acceleration = 50; // how fast you accelerate | |
public float accSprintMultiplier = 4; // how much faster you go when "sprinting" | |
public float lookSensitivity = 1; // mouse look sensitivity | |
public float dampingCoefficient = 5; // how quickly you break to a halt after you stop your input | |
public bool focusOnEnable = true; // whether or not to focus and lock cursor immediately on enable |
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using UnityEngine; | |
public class ScreenShakeController : MonoBehaviour | |
{ | |
// This is a singleton | |
public static ScreenShakeController _instance; | |
public float shakeTimeRemaining = 1f; | |
private float shakePower = 0.5f; | |
private float shakeFadeTime; |
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/* | |
* Created by C.J. Kimberlin | |
* Refactored by Mane Function | |
* | |
* The MIT License (MIT) | |
* | |
* Copyright (c) 2019-2023 | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal |
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//************** REAL GAMES STUDIO *************** | |
//************************************************ | |
//realgamesss.weebly.com | |
//gamejolt.com/@Real_Game | |
//realgamesss.newgrounds.com/ | |
//real-games.itch.io/ | |
//youtube.com/channel/UC_Adg-mo-IPg6uLacuQCZCQ | |
//************************************************ | |
using UnityEngine; |
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using System; | |
using System.Collections.Generic; | |
using System.Globalization; | |
using System.IO; | |
using System.Reflection; | |
using System.Security.Cryptography; | |
using UnityEditor; | |
using UnityEditor.IMGUI.Controls; | |
using UnityEngine; | |
using Object = UnityEngine.Object; |
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