This commit is contained in:
2023-07-15 13:17:08 +05:30
commit 660a3bb021
317 changed files with 18292 additions and 0 deletions

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using UnityEngine;
using System.Collections;
public class Levelloader : MonoBehaviour {
void OnGUI ()
{
// Make a background box
GUI.Box (new Rect (10, 10, 140, 310), "Loader Menu");
//Buttons
if (GUI.Button (new Rect (20, 40, 120, 30), "Blue Sky")) {
Application.LoadLevel (0);
}
if (GUI.Button (new Rect (20, 70, 120, 30), "Blue Sky 02")) {
Application.LoadLevel (1);
}
if (GUI.Button (new Rect (20, 100, 120, 30), "Bright Morning")) {
Application.LoadLevel (2);
}
if (GUI.Button (new Rect (20, 130, 120, 30), "Golden Horizon")) {
Application.LoadLevel (3);
}
if (GUI.Button (new Rect (20, 160, 120, 30), "Moody Sunrise")) {
Application.LoadLevel (4);
}
if (GUI.Button (new Rect (20, 190, 120, 30), "Moody Sunrise 02")) {
Application.LoadLevel (5);
}
if (GUI.Button (new Rect (20, 220, 120, 30), "Pink Sunset")) {
Application.LoadLevel (6);
}
if (GUI.Button (new Rect (20, 250, 120, 30), "Pink Sunset 02")) {
Application.LoadLevel (7);
}
if (GUI.Button (new Rect (20, 280, 120, 30), "Stormy Sky")) {
Application.LoadLevel (8);
}
}
}

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using UnityEngine;
using System.Collections;
public class MouseLook : MonoBehaviour
{
public float verticalSensitivity = 1;
public float horizontalSensitivity = 1;
public bool mouseCenteredAndHidden; //[ESC] key toggles mouse
public bool allowEscape;
private Vector2 total;
private Vector2 sensitivityModifier;
private bool lockCursor;
// Use this for initialization
void Start ()
{
lockCursor = mouseCenteredAndHidden;
sensitivityModifier = new Vector3 (horizontalSensitivity, verticalSensitivity);
}
// Update is called once per frame
void Update ()
{
if (allowEscape && Input.GetKeyDown (KeyCode.Escape))
Screen.lockCursor = !Screen.lockCursor;//check if we should unlock cursor
/*
if (Screen.lockCursor != lockCursor) {
if (lockCursor && Input.GetMouseButton (0))
Screen.lockCursor = true;
else if (!lockCursor)
Screen.lockCursor = false;
}
*/
total += Vector2.Scale (new Vector2 (Input.GetAxis ("Mouse X"), Input.GetAxis ("Mouse Y")), sensitivityModifier); //total look vector + (delta move * sensitivity modifier);
Quaternion horizontalRotation = Quaternion.AngleAxis (total.x, Vector3.up); //lateral turn;
Quaternion verticalRotation = Quaternion.AngleAxis (Mathf.Clamp (-total.y, -90, 90), Vector3.right); //vertical turn;
transform.rotation = horizontalRotation * verticalRotation; //apply, using horizontal first;
}
}

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