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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 |
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using UnityEngine; | |
using UnityEditor; | |
using System.Linq; | |
/// This just exposes the Sorting Layer / Order in MeshRenderer since it's there | |
/// but not displayed in the inspector. Getting MeshRenderer to render in front | |
/// of a SpriteRenderer is pretty hard without this. | |
[CustomEditor(typeof(MeshRenderer))] | |
public class MeshRendererSortingEditor : Editor | |
{ |