Insanely huge initial commit

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2026-02-21 16:40:15 -08:00
parent 208d626100
commit f74c547a13
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#if PLAYMAKER
using Com.LuisPedroFonseca.ProCamera2D;
using HutongGames.PlayMaker;
[ActionCategory(ProCamera2D.Title)]
public abstract class FsmStateActionProCamera2DBase : FsmStateAction
{
}
#endif

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#if PLAYMAKER
using Com.LuisPedroFonseca.ProCamera2D;
using HutongGames.PlayMaker;
using TooltipAttribute = HutongGames.PlayMaker.TooltipAttribute;
[Tooltip("Add a target for the camera to follow.")]
public class PC2DAddCameraTarget : FsmStateActionProCamera2DBase
{
[RequiredField]
[Tooltip("The camera target to add")]
public FsmGameObject target;
[HasFloatSlider(0, 1)]
[Tooltip("The influence this target horizontal position should have when calculating the average position of all the targets")]
public FsmFloat targetInfluenceH = 1;
[HasFloatSlider(0, 1)]
[Tooltip("The influence this target vertical position should have when calculating the average position of all the targets")]
public FsmFloat targetInfluenceV = 1;
[Tooltip("The time it takes for this target to reach it's influence")]
public FsmFloat duration = 0;
public override void OnEnter()
{
if (ProCamera2D.Instance != null && target.Value)
ProCamera2D.Instance.AddCameraTarget(target.Value.transform, targetInfluenceH.Value, targetInfluenceV.Value, duration.Value);
Finish();
}
}
#endif

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#if PLAYMAKER
using Com.LuisPedroFonseca.ProCamera2D;
using HutongGames.PlayMaker;
using TooltipAttribute = HutongGames.PlayMaker.TooltipAttribute;
[Tooltip("Adjusts a target influence")]
public class PC2DAdjustCameraTargetInfluence : FsmStateActionProCamera2DBase
{
[RequiredField]
[Tooltip("The Transform of the target")]
public FsmGameObject target;
[HasFloatSlider(0, 1)]
[Tooltip("The influence this target horizontal position should have when calculating the average position of all the targets")]
public FsmFloat targetInfluenceH = 1;
[HasFloatSlider(0, 1)]
[Tooltip("The influence this target vertical position should have when calculating the average position of all the targets")]
public FsmFloat targetInfluenceV = 1;
[Tooltip("The time it takes for this target to reach it's influence")]
public FsmFloat duration = 0;
public override void OnEnter()
{
if (ProCamera2D.Instance != null && target.Value)
ProCamera2D.Instance.AdjustCameraTargetInfluence(target.Value.transform, targetInfluenceH.Value, targetInfluenceV.Value, duration.Value);
Finish();
}
}
#endif

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#if PLAYMAKER
using Com.LuisPedroFonseca.ProCamera2D;
using HutongGames.PlayMaker;
using TooltipAttribute = HutongGames.PlayMaker.TooltipAttribute;
[Tooltip("Apply the given influence to the camera")]
public class PC2DApplyInfluence : FsmStateActionProCamera2DBase
{
[Tooltip("The vector representing the influence to be applied")]
public FsmVector2 Influence;
public override void OnUpdate()
{
if (ProCamera2D.Instance != null)
ProCamera2D.Instance.ApplyInfluence(Influence.Value);
}
}
#endif

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#if PLAYMAKER
using Com.LuisPedroFonseca.ProCamera2D;
using HutongGames.PlayMaker;
using TooltipAttribute = HutongGames.PlayMaker.TooltipAttribute;
using UnityEngine;
[Tooltip("Apply the given influences to the camera during the corresponding durations")]
public class PC2DApplyInfluencesTimed : FsmStateActionProCamera2DBase
{
[RequiredField]
[Tooltip("An array of the vectors representing the influences to be applied")]
public FsmVector2[] Influences;
[RequiredField]
[Tooltip("An array of the vectors representing the influences to be applied")]
public FsmFloat[] Durations;
public override void Reset()
{
Influences = new FsmVector2[0];
Durations = new FsmFloat[0];
}
public override void OnEnter()
{
if (ProCamera2D.Instance != null)
{
var entries = Influences.GetLength(0);
var influences = new Vector2[entries];
for (int i = 0; i < entries; i++)
{
influences[i] = (Influences.GetValue(i) as FsmVector2).Value;
}
var durations = new float[entries];
for (int i = 0; i < entries; i++)
{
durations[i] = (Durations.GetValue(i) as FsmFloat).Value;
}
ProCamera2D.Instance.ApplyInfluencesTimed(influences, durations);
}
Finish();
}
}
#endif

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#if PLAYMAKER
using Com.LuisPedroFonseca.ProCamera2D;
using HutongGames.PlayMaker;
using TooltipAttribute = HutongGames.PlayMaker.TooltipAttribute;
using UnityEngine;
[Tooltip("Starts or stops a cinematic")]
public class PC2DCinematicsToggle : FsmStateActionProCamera2DBase
{
[RequiredField]
[Tooltip("The gameObject that contains the ProCamera2DCinematics component")]
public FsmGameObject Cinematics;
public override void OnEnter()
{
var cinematics = Cinematics.Value.GetComponent<ProCamera2DCinematics>();
if (cinematics == null)
Debug.LogError("No Cinematics component found in the gameObject: " + Cinematics.Value.name);
if (ProCamera2D.Instance != null && cinematics != null)
cinematics.Toggle();
Finish();
}
}
#endif

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#if PLAYMAKER
using Com.LuisPedroFonseca.ProCamera2D;
using HutongGames.PlayMaker;
using TooltipAttribute = HutongGames.PlayMaker.TooltipAttribute;
[Tooltip("Moves the camera instantly to the defined position")]
public class PC2DMoveCameraInstantlyToPosition : FsmStateActionProCamera2DBase
{
[RequiredField]
[Tooltip("The final position of the camera")]
public FsmVector3 CameraPos;
public override void OnEnter()
{
if (ProCamera2D.Instance != null)
ProCamera2D.Instance.MoveCameraInstantlyToPosition(CameraPos.Value);
Finish();
}
}
#endif

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#if PLAYMAKER
using Com.LuisPedroFonseca.ProCamera2D;
using HutongGames.PlayMaker;
using TooltipAttribute = HutongGames.PlayMaker.TooltipAttribute;
[Tooltip("Remove a target from the camera")]
public class PC2DRemoveCameraTarget : FsmStateActionProCamera2DBase
{
[RequiredField]
[Tooltip("The Transform of the target")]
public FsmGameObject target;
[Tooltip("The time it takes for this target to reach a zero influence. Use for a more progressive transition.")]
public FsmFloat duration = 0;
public override void OnEnter()
{
if (ProCamera2D.Instance != null && target.Value)
ProCamera2D.Instance.RemoveCameraTarget(target.Value.transform, duration.Value);
Finish();
}
}
#endif

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#if PLAYMAKER
using Com.LuisPedroFonseca.ProCamera2D;
using HutongGames.PlayMaker;
using TooltipAttribute = HutongGames.PlayMaker.TooltipAttribute;
using UnityEngine;
[Tooltip("Enter a room when using the Rooms extension")]
public class PC2DRoomsEnter : FsmStateActionProCamera2DBase
{
[Tooltip("Set the current room by index"), RequiredField]
public FsmInt RoomIndex;
[Tooltip("Set the current room by ID. Note that using ID will override index")]
public FsmString RoomId;
[Tooltip("If false, the camera instantly transitions to the room. If true, the camera uses the transition configured in the Rooms extension editor.")]
public bool UseTransition = true;
ProCamera2DRooms _rooms;
public override void Reset()
{
RoomIndex = 0;
RoomId = null;
}
public override void OnEnter()
{
var pc2d = ProCamera2D.Instance;
if (pc2d == null)
{
Debug.LogError("No ProCamera2D found! Please add the core component to your Main Camera.");
Finish();
return;
}
_rooms = pc2d.GetComponent<ProCamera2DRooms>();
if (_rooms == null)
{
Debug.LogError("No Rooms extension found in ProCamera2D!");
Finish();
return;
}
SetRoom();
Finish();
}
void SetRoom()
{
if (!RoomId.IsNone && !string.IsNullOrEmpty(RoomId.Value))
{
_rooms.EnterRoom(RoomId.Value, UseTransition);
}
else
{
_rooms.EnterRoom(RoomIndex.Value, UseTransition);
}
}
}
#endif

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#if PLAYMAKER
using Com.LuisPedroFonseca.ProCamera2D;
using HutongGames.PlayMaker;
using TooltipAttribute = HutongGames.PlayMaker.TooltipAttribute;
using UnityEngine;
[Tooltip("Stops the current constant shake on the camera")]
public class PC2DShakeConstantStop : FsmStateActionProCamera2DBase
{
[RequiredField]
[Tooltip("The camera with the ProCamera2D component, most probably the MainCamera")]
public FsmGameObject MainCamera;
public override void OnEnter()
{
var shake = MainCamera.Value.GetComponent<ProCamera2DShake>();
if (shake == null)
Debug.LogError("The ProCamera2D component needs to have the Shake plugin enabled.");
if (ProCamera2D.Instance != null && shake != null)
shake.StopConstantShaking();
Finish();
}
}
#endif

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#if PLAYMAKER
using Com.LuisPedroFonseca.ProCamera2D;
using HutongGames.PlayMaker;
using TooltipAttribute = HutongGames.PlayMaker.TooltipAttribute;
using UnityEngine;
[Tooltip("Enables a constant shake on the camera using a preset configured in the editor")]
public class PC2DShakeConstantWithPreset : FsmStateActionProCamera2DBase
{
[RequiredField]
[Tooltip("The camera with the ProCamera2D component, most probably the MainCamera")]
public FsmGameObject MainCamera;
[Tooltip("The name of the constant shake preset configured in the editor")]
public FsmString PresetName;
public override void OnEnter()
{
var shake = MainCamera.Value.GetComponent<ProCamera2DShake>();
if (shake == null)
Debug.LogError("The ProCamera2D component needs to have the Shake plugin enabled.");
if (ProCamera2D.Instance != null && shake != null)
shake.ConstantShake(PresetName.Value);
Finish();
}
}
#endif

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#if PLAYMAKER
using Com.LuisPedroFonseca.ProCamera2D;
using HutongGames.PlayMaker;
using TooltipAttribute = HutongGames.PlayMaker.TooltipAttribute;
using UnityEngine;
[Tooltip("Stops all current shakes on the camera")]
public class PC2DShakeStop : FsmStateActionProCamera2DBase
{
[RequiredField]
[Tooltip("The camera with the ProCamera2D component, most probably the MainCamera")]
public FsmGameObject MainCamera;
public override void OnEnter()
{
var shake = MainCamera.Value.GetComponent<ProCamera2DShake>();
if (shake == null)
Debug.LogError("The ProCamera2D component needs to have the Shake plugin enabled.");
if (ProCamera2D.Instance != null && shake != null)
shake.StopShaking();
Finish();
}
}
#endif

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#if PLAYMAKER
using Com.LuisPedroFonseca.ProCamera2D;
using HutongGames.PlayMaker;
using TooltipAttribute = HutongGames.PlayMaker.TooltipAttribute;
using UnityEngine;
[Tooltip("Shakes the camera position along its horizontal and vertical axes using a preset configured in the editor")]
public class PC2DShakeWithPreset : FsmStateActionProCamera2DBase
{
[RequiredField]
[Tooltip("The camera with the ProCamera2D component, most probably the MainCamera")]
public FsmGameObject MainCamera;
[Tooltip("The name of the shake preset configured in the editor")]
public FsmString PresetName;
public override void OnEnter()
{
var shake = MainCamera.Value.GetComponent<ProCamera2DShake>();
if (shake == null)
Debug.LogError("The ProCamera2D component needs to have the Shake plugin enabled.");
if (ProCamera2D.Instance != null && shake != null)
shake.Shake(PresetName.Value);
Finish();
}
}
#endif

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#if PLAYMAKER
using Com.LuisPedroFonseca.ProCamera2D;
using HutongGames.PlayMaker;
using TooltipAttribute = HutongGames.PlayMaker.TooltipAttribute;
using UnityEngine;
[Tooltip("Shakes the camera position along its horizontal and vertical axes with the given values")]
public class PC2DShakeWithValues : FsmStateActionProCamera2DBase
{
[RequiredField]
[Tooltip("The camera with the ProCamera2D component, most probably the MainCamera")]
public FsmGameObject MainCamera;
[Tooltip("The shake strength on each axis")]
public FsmVector2 Strength;
[Tooltip("The duration of the shake")]
public FsmFloat Duration = 1;
[Tooltip("Indicates how much will the shake vibrate. Don't use values lower than 1 or higher than 100 for better results")]
public FsmInt Vibrato = 10;
[Tooltip("Indicates how much random the shake will be")]
[HasFloatSlider(0, 1)]
public FsmFloat Randomness = .1f;
[Tooltip("The initial angle of the shake. Use -1 if you want it to be random.")]
[HasFloatSlider(-1, 360)]
public FsmInt InitialAngle = 10;
[Tooltip("The maximum rotation the camera can reach during shake")]
public FsmVector3 Rotation;
[Tooltip("How smooth the shake should be, 0 being instant")]
[HasFloatSlider(0, .5f)]
public FsmFloat Smoothness;
public override void OnEnter()
{
var shake = MainCamera.Value.GetComponent<ProCamera2DShake>();
if (shake == null)
Debug.LogError("The ProCamera2D component needs to have the Shake plugin enabled.");
if (ProCamera2D.Instance != null && shake != null)
shake.Shake(
Duration.Value,
Strength.Value,
Vibrato.Value,
Randomness.Value,
InitialAngle.Value,
Rotation.Value,
Smoothness.Value);
Finish();
}
}
#endif

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