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42
Assets/Arkham Interactive/Toony/Skies/Scripts/Levelloader.cs
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42
Assets/Arkham Interactive/Toony/Skies/Scripts/Levelloader.cs
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using UnityEngine;
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using System.Collections;
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public class Levelloader : MonoBehaviour {
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void OnGUI ()
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{
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// Make a background box
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GUI.Box (new Rect (10, 10, 140, 310), "Loader Menu");
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//Buttons
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if (GUI.Button (new Rect (20, 40, 120, 30), "Blue Sky")) {
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Application.LoadLevel (0);
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}
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if (GUI.Button (new Rect (20, 70, 120, 30), "Blue Sky 02")) {
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Application.LoadLevel (1);
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}
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if (GUI.Button (new Rect (20, 100, 120, 30), "Bright Morning")) {
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Application.LoadLevel (2);
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}
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if (GUI.Button (new Rect (20, 130, 120, 30), "Golden Horizon")) {
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Application.LoadLevel (3);
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}
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if (GUI.Button (new Rect (20, 160, 120, 30), "Moody Sunrise")) {
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Application.LoadLevel (4);
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}
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if (GUI.Button (new Rect (20, 190, 120, 30), "Moody Sunrise 02")) {
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Application.LoadLevel (5);
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}
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if (GUI.Button (new Rect (20, 220, 120, 30), "Pink Sunset")) {
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Application.LoadLevel (6);
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}
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if (GUI.Button (new Rect (20, 250, 120, 30), "Pink Sunset 02")) {
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Application.LoadLevel (7);
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}
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if (GUI.Button (new Rect (20, 280, 120, 30), "Stormy Sky")) {
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Application.LoadLevel (8);
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}
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}
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}
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43
Assets/Arkham Interactive/Toony/Skies/Scripts/MouseLook.cs
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43
Assets/Arkham Interactive/Toony/Skies/Scripts/MouseLook.cs
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using UnityEngine;
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using System.Collections;
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public class MouseLook : MonoBehaviour
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{
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public float verticalSensitivity = 1;
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public float horizontalSensitivity = 1;
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public bool mouseCenteredAndHidden; //[ESC] key toggles mouse
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public bool allowEscape;
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private Vector2 total;
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private Vector2 sensitivityModifier;
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private bool lockCursor;
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// Use this for initialization
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void Start ()
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{
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lockCursor = mouseCenteredAndHidden;
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sensitivityModifier = new Vector3 (horizontalSensitivity, verticalSensitivity);
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}
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// Update is called once per frame
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void Update ()
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{
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if (allowEscape && Input.GetKeyDown (KeyCode.Escape))
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Screen.lockCursor = !Screen.lockCursor;//check if we should unlock cursor
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/*
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if (Screen.lockCursor != lockCursor) {
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if (lockCursor && Input.GetMouseButton (0))
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Screen.lockCursor = true;
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else if (!lockCursor)
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Screen.lockCursor = false;
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}
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*/
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total += Vector2.Scale (new Vector2 (Input.GetAxis ("Mouse X"), Input.GetAxis ("Mouse Y")), sensitivityModifier); //total look vector + (delta move * sensitivity modifier);
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Quaternion horizontalRotation = Quaternion.AngleAxis (total.x, Vector3.up); //lateral turn;
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Quaternion verticalRotation = Quaternion.AngleAxis (Mathf.Clamp (-total.y, -90, 90), Vector3.right); //vertical turn;
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transform.rotation = horizontalRotation * verticalRotation; //apply, using horizontal first;
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}
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}
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