- Added HP Min Offset
- Added “Replenishment [Phantom Color]” from previous tables versions (not made by me)
- Mapped some offsets for easier reading
- Added offset +74 (Parry Multiplier) under [Equipped Weapon]
- Added WeaponTypeParam Helper
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using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
public static class CustomInspectorCreator | |
{ | |
[MenuItem("Assets/Create/Custom Inspector", priority = 81)] | |
static void CreateInsptorEditorClass() | |
{ | |
foreach (var script in Selection.objects) |
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/// <summary> | |
/// Object that performs interpolation, works in tandem with Interpolator component | |
/// </summary> | |
public class TransformInterpolator | |
{ | |
/// <summary> | |
/// target transform | |
/// </summary> | |
Transform transform; | |
/// <summary> |
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using UnityEngine; | |
using System.Collections; | |
// This is basically how the Super Metroid camera worked. Whichever direction you moved, the camera would | |
// move in the same direction a multiple of the player's speed. Once the center of the camera moved a | |
// certain distance from the player, the camera would lock on the player and move the same speed. Change | |
// movement direction, and the camera would once again move more quickly to catch up and place itself | |
// ahead of the player's movement. | |
// Super Metroid also had area limits and locked certain axes based on where you were. For instance, if |