Changed title font to Montserrat Added trailer-specific camera transitions Added key to hide UI Fixed input listening while console is open Added animated zone reveal effect in galaxy map Added Ping action for sensors Added debug console commands (e.g. give command to get any item in legendary+ quality) Temporarily disabled wwise Fixed infinite loop in weapon penetration code Guided missiles now predict target position Fixed hitscan weapons Fixed invisible enemies bug Fixed various loadout generator issues (can now generate turrets!) Fixed wormhole crash when enemy is targeted Saving/loading current zone time when exiting game (planets keep their positions) Created slime simulation in test scene - WIP
51 lines
1.6 KiB
C#
51 lines
1.6 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CopyTransform : MonoBehaviour
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{
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public Transform Target;
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public bool CopyXPosition = false;
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public bool CopyYPosition = false;
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public bool CopyZPosition = false;
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public bool CopyRotation = false;
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//public Vector3 RotationOffsetEulerAngles = Vector3.zero;
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public Camera PixelSnapCamera;
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public float PixelSnapIncrement = 1;
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private float _snapLength;
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void Update ()
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{
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var snap = PixelSnapCamera != null;
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if(snap)
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_snapLength = PixelSnapCamera.orthographicSize * PixelSnapIncrement / PixelSnapCamera.targetTexture.width;
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var x = CopyXPosition ? Target.position.x : transform.position.x;
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if (snap)
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{
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var x1 = (int) (x / _snapLength);
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x = x1 * _snapLength;
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}
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var z = CopyZPosition ? Target.position.z : transform.position.z;
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if (snap)
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{
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var z1 = (int) (z / _snapLength);
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z = z1 * _snapLength;
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}
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transform.position = new Vector3(x, CopyYPosition ? Target.position.y : transform.position.y, z);
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if (CopyRotation)
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{
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var flatForward = Target.forward;
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flatForward.y = 0;
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transform.rotation = Quaternion.LookRotation(Vector3.down, flatForward.normalized);
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}
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}
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}
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