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// | |
// CameraConroller.cs | |
// | |
// Author: | |
// ${ZeredaGames-AKA Thamas Bell} <${thamasbell@hotmail.com}> | |
// | |
// Copyright (c) ${2015} ${Thamas Bell} | |
// | |
// 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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// | |
// PlayerPrefsManager.cs | |
// | |
// Author: | |
// ${ZeredaGames-AKA Thamas Bell} <${thamasbell@hotmail.com}> | |
// | |
// Copyright (c) ${2015} ${Thamas Bell} | |
// | |
// 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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// | |
// PlayerPrefsManager.cs | |
// | |
// Author: | |
// ${ZeredaGames-AKA Thamas Bell} <${thamasbell@hotmail.com}> | |
// | |
// Copyright (c) ${2015} ${Thamas Bell} | |
// | |
// 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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// | |
// CameraManager.cs | |
// | |
// Author: | |
// ${ZeredaGames-AKA Thamas Bell} <${thamasbell@hotmail.com}> | |
// | |
// Copyright (c) ${2015} ${Thamas Bell} | |
// | |
// 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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// | |
// SaveData.cs | |
// | |
// Author: | |
// ${ZeredaGames-AKA Thamas Bell} <${thamasbell@hotmail.com}> | |
// | |
// Copyright (c) ${2015} ${Thamas Bell} | |
// | |
// 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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// | |
// GraphicsSettings.cs | |
// | |
// Author: | |
// ${ZeredaGames-AKA Thamas Bell} <${thamasbell@hotmail.com}> | |
// | |
// Copyright (c) ${2015} ${Thamas Bell} | |
// | |
// 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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#pragma strict | |
class ReceiverItem { | |
public var receiver : GameObject; | |
private var action : String = "OnSignal"; | |
private var delay : float=0f; | |
public function SendWithDelay (sender : MonoBehaviour) { | |
yield WaitForSeconds (delay); | |
if (receiver) |
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#pragma strict | |
public var maxHealth : float = 100.0; | |
public var health : float = 100.0; | |
public var regenerateSpeed : float = 0.0; | |
public var invincible : boolean = false; | |
public var dead : boolean = false; | |
public var damagePrefab : GameObject; ///="Blood_Splatter" | |
public var damageEffectTransform : Transform; |
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private var gui : GUIText; | |
private var updateInterval = 1.0; | |
private var lastInterval : double; // Last interval end time | |
private var frames = 0; // Frames over current interval | |
function Start() | |
{ | |
lastInterval = Time.realtimeSinceStartup; |
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using UnityEngine; | |
using UnityEngine.UI; | |
using System.Collections; | |
public class DrawOnGizmoDrawCube : MonoBehaviour { | |
public float gizmoSize = 4; | |
public object gizmoedObject; | |
public void OnDrawGizmos() | |
{ |
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