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using System.Collections;
using UnityEngine;
using System;
public class DistancePowerGlove : IComparer
{
// Compares the distance between transforms, and this is called from "Sense Power GLOVE" to sort an array of colliders transforms.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ThrowToPoint : MonoBehaviour
{
public Rigidbody beingThrown;
private Rigidbody throwable;
public GameObject moveSphere;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public float mouseSensitivityX = 1;
public float mouseSensitivityY = 1;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FauxGravityAttractor : MonoBehaviour
{
public float gravity = -10f;
public float slerpSpeed = 50f;
public void Attract (Transform body)
{
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FauxGravityBodys : MonoBehaviour
{
public FauxGravityAttractor attractor;
private Transform myTransform;
Rigidbody rb;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FogRemover : MonoBehaviour
{
public bool canUseLantern;
private bool hasLantern;
public GameObject Lantern;
[SerializeField] private int particleAmount;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class SensePowerGlove : WeaponClass
{
// This is a special power weapon that instansiates a prefab in form of an sphere that moves from target to target and knocks them out.
//This is made by using a overlapshere to check the closest enemy and moving towards it.