View MeshPainter.cs
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private void Update() | |
{ | |
if (Input.GetMouseButton(0)) | |
{ | |
// Get world position | |
Vector3 mousePos = Input.mousePosition; | |
mousePos.z = -Camera.main.transform.position.z; | |
var world = Camera.main.ScreenToWorldPoint(mousePos); | |
// then Local |
View langoliers.rb
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require "rubygems" | |
require "twitter" | |
require "json" | |
# things you must configure | |
TWITTER_USER = "your_username" | |
MAX_AGE_IN_DAYS = 1 # anything older than this is deleted | |
# get these from dev.twitter.com | |
CONSUMER_KEY = "your_consumer_key" |
View CameraShaker.cs
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using UnityEngine; | |
/// <summary> | |
/// Shake shake shake the screen! | |
/// </summary> | |
public class CameraShaker : MonoBehaviour | |
{ | |
#region Members | |
private static CameraShaker instance; | |
private Transform camTransform; |
View Extruder.cs
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
/// <summary> | |
/// | |
/// </summary> | |
/// <remarks>Source: https://forum.unity3d.com/threads/trying-extrude-a-2d-polygon-to-create-a-mesh.102629/ </remarks> | |
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer), typeof(PolygonCollider2D))] | |
public class ExtrudeSprite : MonoBehaviour |
View Water2D.shader
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Shader "Custom/Water2D Surface" { | |
Properties { | |
_Color("Color", Color) = (1,1,1,1) | |
_MainTex ("Normalmap", 2D) = "bump" {} | |
_Magnitude("Magnitude", Range(0,1)) = 0.05 | |
} | |
Category { | |
// We must be transparent, so other objects are drawn before this one. |
View Bezier.cs
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/// <summary> | |
/// Easy and simple Bezier curves for Unity | |
/// </summary> | |
/// <remarks>http://devmag.org.za/2011/04/05/bzier-curves-a-tutorial/ </remarks> | |
public static class Bezier | |
{ | |
/// <summary> | |
/// | |
/// </summary> | |
/// <param name="t">Time, between 0 and 1</param> |
View Interpolators.cs
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// 2015 - Pixelnest STudio | |
// <summary> | |
/// Coroutine helpers for interpolateors | |
/// </summary> | |
public class Interpolators | |
{ | |
public readonly static AnimationCurve LinearCurve; | |
public readonly static AnimationCurve EaseOutCurve; | |
public readonly static AnimationCurve EaseInCurve; | |
public readonly static AnimationCurve EaseInOutCurve; |
View fusemapping.txt
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bs = BrowsD_L = Facial_Blends.BrowsIn_Left = 100 | |
bs = BrowsD_R = Facial_Blends.BrowsIn_Right = 100 | |
bs = BrowsU_C = Facial_Blends.BrowsOuterLower_Left = 100 | |
bs = BrowsU_C = Facial_Blends.BrowsOuterLower_Right = 100 | |
bs = BrowsU_L = Facial_Blends.BrowsUp_Left = 100 | |
bs = BrowsU_R = Facial_Blends.BrowsUp_Right = 100 | |
bs = CheekSquint_L = Facial_Blends.Squint_Left = 100 | |
bs = CheekSquint_R = Facial_Blends.Squint_Right = 100 | |
bs = EyeBlink_L = Facial_Blends.Blink_Left = 100 | |
bs = EyeBlink_R = Facial_Blends.Blink_Right = 100 |
View LaserScript.cs
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using UnityEngine; | |
using System.Collections; | |
public class LaserScript : MonoBehaviour | |
{ | |
[Header("Laser pieces")] | |
public GameObject laserStart; | |
public GameObject laserMiddle; | |
public GameObject laserEnd; |
View TouchTapControl.cs
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using UnityEngine; | |
namespace InControl | |
{ | |
public class TouchTapControl : TouchControl | |
{ | |
[Header("Dimensions")] | |
public Rect activeArea = new Rect(0.0f, 0.0f, 0.5f, 1.0f); | |
[Header("Options")] |
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