As of 1.8, assets are stored by hash, which makes it fiddly to listen to Minecraft's amazing ambient soundtrack outside the game.
This script can be used to copy music files to appopriately-named and organised .ogg files for easier listening.
| --This code can be improved a lot. | |
| --Feel free to improve, use or modify in any way although credit would be appreciated. | |
| --Global table | |
| if BSHADOWS == nil then | |
| BSHADOWS = {} | |
| --The original drawing layer | |
| BSHADOWS.RenderTarget = GetRenderTarget("bshadows_original", ScrW(), ScrH()) |
| --This code can be improved a lot. | |
| --Feel free to improve, use or modify in any way although credit would be appreciated. | |
| if BMASKS == nil then | |
| BMASKS = {} --Global table, access the functions here | |
| BMASKS.Materials = {} --Cache materials so they dont need to be reloaded | |
| BMASKS.Masks = {} --A table of all active mask objects, you should destroy a mask object when done with it | |
| --The material used to draw the render targets |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class FpsController : MonoBehaviour { | |
| public float mouseSensitivityX = 1.0f; | |
| public float mouseSensitivityY = 1.0f; | |
| public float walkSpeed = 10.0f; |
| function sec2time(timeInSeconds) { | |
| var pad = function(num, size) { return ('000' + num).slice(size * -1); }, | |
| time = parseFloat(timeInSeconds).toFixed(3), | |
| hours = Math.floor(time / 60 / 60), | |
| minutes = Math.floor(time / 60) % 60, | |
| seconds = Math.floor(time - minutes * 60), | |
| milliseconds = time.slice(-3); | |
| return pad(hours, 2) + ':' + pad(minutes, 2) + ':' + pad(seconds, 2) + ',' + pad(milliseconds, 3); | |
| } |
As of 1.8, assets are stored by hash, which makes it fiddly to listen to Minecraft's amazing ambient soundtrack outside the game.
This script can be used to copy music files to appopriately-named and organised .ogg files for easier listening.
assets directory:| /* | |
| A full list of simple easing equations inspired by GIST from greweb - https://gist.github.com/gre/1650294 | |
| Equations source - http://gsgd.co.uk/sandbox/jquery/easing/ | |
| */ | |
| { | |
| linear: function(t) { | |
| return t | |
| }, | |
| inQuad: function(t) { |
Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative
float rand(float n){return fract(sin(n) * 43758.5453123);}
float noise(float p){
float fl = floor(p);
float fc = fract(p);
| using UnityEngine; | |
| using System.Collections; | |
| public class CameraShake : MonoBehaviour | |
| { | |
| // Transform of the camera to shake. Grabs the gameObject's transform | |
| // if null. | |
| public Transform camTransform; | |
| // How long the object should shake for. |
| /* | |
| * This work is free. You can redistribute it and/or modify it under the | |
| * terms of the Do What The Fuck You Want To Public License, Version 2, | |
| * as published by Sam Hocevar. See the COPYING file for more details. | |
| */ | |
| /* | |
| * Easing Functions - inspired from http://gizma.com/easing/ | |
| * only considering the t value for the range [0, 1] => [0, 1] | |
| */ | |
| EasingFunctions = { |