Insanely huge initial commit

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2026-02-21 16:40:15 -08:00
parent 2ba1c94b88
commit ee9aee0a1b
33825 changed files with 5213498 additions and 0 deletions

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- ortho
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using UnityEngine;
using System.Collections;
namespace Com.LuisPedroFonseca.ProCamera2D
{
public class DollyZoomExample : MonoBehaviour
{
[Range(0.1f, 179.9f)]
public float TargetFOV = 30f;
[Range(0f, 10f)]
public float Duration = 2f;
public EaseType EaseType;
[Range(-1f, 1f)]
public float ZoomAmount = -.2f;
void OnGUI()
{
GUI.Label(new Rect(5, 5, 100, 30), "Target FOV", new GUIStyle(){});
TargetFOV = GUI.HorizontalSlider(new Rect(100, 5, 100, 30), TargetFOV, .1f, 179.9f);
GUI.Label(new Rect(5, 35, 100, 30), "Duration", new GUIStyle(){});
Duration = GUI.HorizontalSlider(new Rect(100, 35, 100, 30), Duration, 0f, 10f);
GUI.Label(new Rect(5, 65, 100, 30), "Zoom Amount", new GUIStyle(){});
ZoomAmount = GUI.HorizontalSlider(new Rect(100, 65, 100, 30), ZoomAmount, -1f, 1f);
if (GUI.Button(new Rect(5, 95, 150, 30), ("Dolly Zoom")))
{
ProCamera2D.Instance.DollyZoom(TargetFOV, Duration, EaseType);
ProCamera2D.Instance.Zoom(ZoomAmount, Duration, EaseType);
}
}
}
}

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using UnityEngine;
namespace Com.LuisPedroFonseca.ProCamera2D.Platformer
{
[RequireComponent(typeof(CharacterController))]
public class PlayerInput : MonoBehaviour
{
public Transform Body;
// Player Handling
public float gravity = 20;
public float runSpeed = 12;
public float acceleration = 30;
public float jumpHeight = 12;
public int jumpsAllowed = 2;
private float currentSpeed;
private Vector3 amountToMove;
int totalJumps;
CharacterController _characterController;
void Start()
{
_characterController = GetComponent<CharacterController>();
}
void Update()
{
// Reset acceleration upon collision
if ((_characterController.collisionFlags & CollisionFlags.Sides) != 0)
{
currentSpeed = 0;
}
// If player is touching the ground
if ((_characterController.collisionFlags & CollisionFlags.Below) != 0)
{
amountToMove.y = -1f;
totalJumps = 0;
}
else
{
amountToMove.y -= gravity * Time.deltaTime;
}
// Jump
if ((Input.GetKeyDown(KeyCode.W) ||
Input.GetKeyDown(KeyCode.Space) ||
Input.GetKeyDown(KeyCode.UpArrow))
&& totalJumps < jumpsAllowed)
{
totalJumps++;
amountToMove.y = jumpHeight;
}
// Input
var targetSpeed = Input.GetAxis("Horizontal") * runSpeed;
currentSpeed = IncrementTowards(currentSpeed, targetSpeed, acceleration);
// Reset z
if (transform.position.z != 0)
{
amountToMove.z = -transform.position.z;
}
// Set amount to move
amountToMove.x = currentSpeed;
if(amountToMove.x != 0)
Body.localScale = new Vector2(Mathf.Sign(amountToMove.x) * Mathf.Abs(Body.localScale.x), Body.localScale.y);
_characterController.Move(amountToMove * Time.deltaTime);
}
// Increase n towards target by speed
private float IncrementTowards(float n, float target, float a)
{
if (n == target)
{
return n;
}
else
{
float dir = Mathf.Sign(target - n);
n += a * Time.deltaTime * dir;
return (dir == Mathf.Sign(target - n)) ? n : target;
}
}
}
}

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using UnityEngine;
using System.Collections;
namespace Com.LuisPedroFonseca.ProCamera2D.Platformer
{
[RequireComponent(typeof(CharacterController))]
public class PlayerInputBot : MonoBehaviour
{
public Transform Body;
// Player Handling
public float gravity = 20;
public float runSpeed = 12;
public float acceleration = 30;
public float jumpHeight = 12;
public int jumpsAllowed = 2;
private float currentSpeed;
private Vector3 amountToMove;
int totalJumps;
bool _fakeInputJump;
float _fakeInputHorizontalAxis;
CharacterController _characterController;
void Start()
{
_characterController = GetComponent<CharacterController>();
StartCoroutine(RandomInputJump());
StartCoroutine(RandomInputSpeed());
}
IEnumerator RandomInputJump()
{
var waitForEndOfFrame = new WaitForEndOfFrame();
while (true)
{
_fakeInputJump = true;
yield return waitForEndOfFrame;
yield return waitForEndOfFrame;
_fakeInputJump = false;
yield return new WaitForSeconds(Random.Range(.2f, 1f));
}
}
IEnumerator RandomInputSpeed()
{
while (true)
{
_fakeInputHorizontalAxis = Random.Range(-1f, 1f);
yield return new WaitForSeconds(Random.Range(1f, 3f));
}
}
void Update()
{
// Reset acceleration upon collision
if ((_characterController.collisionFlags & CollisionFlags.Sides) != 0)
{
currentSpeed = 0;
}
// If player is touching the ground
if ((_characterController.collisionFlags & CollisionFlags.Below) != 0)
{
amountToMove.y = -1f;
totalJumps = 0;
}
else
{
amountToMove.y -= gravity * Time.deltaTime;
}
// Jump
if (_fakeInputJump && totalJumps < jumpsAllowed)
{
totalJumps++;
amountToMove.y = jumpHeight;
}
// Input
var targetSpeed = _fakeInputHorizontalAxis * runSpeed;
currentSpeed = IncrementTowards(currentSpeed, targetSpeed, acceleration);
// Reset z
if(transform.position.z != 0)
{
amountToMove.z = -transform.position.z;
}
// Set amount to move
amountToMove.x = currentSpeed;
if(amountToMove.x != 0)
Body.localScale = new Vector2(Mathf.Sign(amountToMove.x), 1);
_characterController.Move(amountToMove * Time.deltaTime);
}
// Increase n towards target by speed
private float IncrementTowards(float n, float target, float a)
{
if (n == target)
{
return n;
}
else
{
float dir = Mathf.Sign(target - n);
n += a * Time.deltaTime * dir;
return (dir == Mathf.Sign(target - n)) ? n : target;
}
}
}
}

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using UnityEngine;
using System.Collections;
public class RoomsEventsExample : MonoBehaviour
{
public void StartedRoomTransition(int currentRoom, int previousRoom)
{
Debug.Log(string.Format("Started Room Transition - Current Room:{0} - Previous Room:{1}", currentRoom, previousRoom));
}
public void FinishedRoomTransition(int currentRoom, int previousRoom)
{
Debug.Log(string.Format("Finished Room Transition - Current Room:{0} - Previous Room:{1}", currentRoom, previousRoom));
}
}

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using UnityEngine;
namespace Com.LuisPedroFonseca.ProCamera2D
{
public class ShakeExample : MonoBehaviour
{
bool _constantShaking;
void OnGUI()
{
if (GUI.Button(new Rect(5, 5, 150, 30), "Shake"))
{
var shakePreset = ProCamera2DShake.Instance.ShakePresets[Random.Range(0, ProCamera2DShake.Instance.ShakePresets.Count)];
Debug.Log("Shake: " + shakePreset.name);
ProCamera2DShake.Instance.Shake(shakePreset);
}
if (GUI.Button(new Rect(5, 45, 150, 30), _constantShaking ? "Stop Constant Shake" : "Constant Shake"))
{
if (_constantShaking)
{
_constantShaking = false;
ProCamera2DShake.Instance.StopConstantShaking();
}
else
{
_constantShaking = true;
var constantShakePreset = ProCamera2DShake.Instance.ConstantShakePresets[Random.Range(0, ProCamera2DShake.Instance.ConstantShakePresets.Count)];
Debug.Log("ConstantShake: " + constantShakePreset.name);
ProCamera2DShake.Instance.ConstantShake(constantShakePreset);
}
}
}
}
}

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using UnityEngine;
using Com.LuisPedroFonseca.ProCamera2D;
namespace Com.LuisPedroFonseca.ProCamera2D.Platformer
{
public class ToggleCinematics : MonoBehaviour
{
public ProCamera2DCinematics Cinematics;
void OnGUI()
{
if (GUI.Button(new Rect(5, 5, 180, 30), (Cinematics.IsPlaying ? "Stop" : "Start") + " Cinematics"))
{
if (Cinematics.IsPlaying)
Cinematics.Stop();
else
Cinematics.Play();
}
if (Cinematics.IsPlaying)
{
if (GUI.Button(new Rect(195, 5, 40, 30), ">"))
{
Cinematics.GoToNextTarget();
}
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using UnityEngine;
using Com.LuisPedroFonseca.ProCamera2D;
namespace Com.LuisPedroFonseca.ProCamera2D.Platformer
{
public class ToggleTransitionsFX : MonoBehaviour
{
void OnGUI()
{
if (GUI.Button(new Rect(5, 5, 180, 30), ("Transition Enter")))
{
ProCamera2DTransitionsFX.Instance.TransitionEnter();
}
if (GUI.Button(new Rect(5, 45, 180, 30), ("Transition Exit")))
{
ProCamera2DTransitionsFX.Instance.TransitionExit();
}
}
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