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joonjoonjoon / Footsteps.cs
Last active August 28, 2024 18:49 — forked from WickedJumper/Footsteps.cs
Multi-surface footsteps audio script for Unity's Viking Village
/* ======================================================================================== */
/* FMOD Studio - Unity Integration Demo. */
/* Firelight Technologies Pty, Ltd. 2012-2016. */
/* Liam de Koster-Kjaer */
/* */
/* Use this script in conjunction with the Viking Village scene tutorial and Unity 5.4. */
/* http://www.fmod.org/training/ */
/* */
/* 1. Import Viking Village asset package */
/* 2. Import FMOD Studio Unity Integration package */
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Linq;
using I2.Loc;
using TMPro;
using TMPro.EditorUtilities;
using DTLocalization.Internal;
public class TmproI2ExtensionFontAtlasGenerator : MonoBehaviour {
// Apply this to a Camera, and make a material with the shader.
public class CameraRenderWithMaterial : MonoBehaviour
{
public Material material;
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Graphics.Blit(source, destination, material);
}
}
using UnityEngine;
public static class PhysicsExtension
{
public static bool Raycast(Vector3 startPosition, Vector3 endPosition, out RaycastHit hit, int layerMask)
{
var direction = (endPosition - startPosition).normalized;
var distance = Vector3.Distance(startPosition, endPosition);
return Physics.Raycast(startPosition, direction, out hit, distance, layerMask);
}
using System;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.AI;
public class NavMeshLinksGenerator : MonoBehaviour
{
[Serializable]
using System;
using System.Collections.Generic;
using UnityEngine;
public class ScriptOrder : Attribute
{
public int order;
public ScriptOrder(int order)
{
@joonjoonjoon
joonjoonjoon / GlitchTouch.cs
Created March 15, 2017 17:34
InputHelper + GlitchTouch
using UnityEngine;
using System.Collections.Generic;
public class GlitchTouch
{
public const int MAXFINGERS = 11;
private static Vector2[] positionHistory; //indexed by finger
public float deltaTime;
// 0 = arrow up left 30 deg
// 1 = arrow up left 60 deg
// 2 = arrow up right 30 deg
// 2 = arrow up right 60 deg
byte left30Image[8] = {
B00000,
B00000,
B11000,
B00100,
using UnityEngine;
using System.Collections;
[ScriptOrder(-300)]
public class GlitchPrefab : MonoBehaviour {
public GameObject prefab;
[HideInInspector]
public GameObject lastInstance;
public bool triggerOnAwakeIfHasFirstChild = true;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using Holoville.HOTween;
public class FadeAssistant {
public static float duration = 0.3f;
public static Dictionary<int, float> alphaDictionary;