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Norbi Peti 2020-11-05 23:10:41 +01:00
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@ -0,0 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Class for following the player with the camera
public class CameraController : MonoBehaviour {
// Camera speed
public float speed = 0.05f;
// GameObject to be followed.
public Transform target;
// Our own transform
private Transform tr;
// Center position of the target relative to the camera.
public Vector3 offset;
// Store initial values
void Start()
{
tr = transform;
offset = target.position - tr.position;
}
// Update positions
void FixedUpdate ()
{
if (!target) return;
// Get where the camera should be, and what movement is required.
var position = tr.position;
Vector3 anchorPos = position + offset;
Vector3 movement = target.position - anchorPos;
// Update position based on movement and speed.
Vector3 newCamPos = position + movement*speed;
position = newCamPos;
tr.position = position;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CharacterController : MonoBehaviour
{
private Rigidbody2D rb;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
if (Mathf.Abs(rb.velocity.x) > 10)
return;
rb.AddForce(new Vector2(Input.GetAxis("Horizontal") * 5, 0));
}
}

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@ -0,0 +1,168 @@
using System;
using System.Collections.Generic;
using System.Xml;
using UnityEditor;
using UnityEngine;
public class TextureAtlasSlicer : EditorWindow {
[MenuItem("CONTEXT/TextureImporter/Slice Sprite Using XML")]
public static void SliceUsingXML(MenuCommand command)
{
TextureImporter textureImporter = command.context as TextureImporter;
TextureAtlasSlicer window = ScriptableObject.CreateInstance<TextureAtlasSlicer>();
window.importer = textureImporter;
window.ShowUtility();
}
[MenuItem("CONTEXT/TextureImporter/Slice Sprite Using XML", true)]
public static bool ValidateSliceUsingXML(MenuCommand command)
{
TextureImporter textureImporter = command.context as TextureImporter;
//valid only if the texture type is 'sprite' or 'advanced'.
return textureImporter && textureImporter.textureType == TextureImporterType.Sprite ||
textureImporter.textureType == TextureImporterType.Default;
}
public TextureImporter importer;
public TextureAtlasSlicer()
{
title = "Texture Atlas Slicer";
}
[SerializeField] private TextAsset xmlAsset;
public SpriteAlignment spriteAlignment = SpriteAlignment.Center;
public Vector2 customOffset = new Vector2(0.5f, 0.5f);
public void OnGUI() {
xmlAsset = EditorGUILayout.ObjectField("XML Source", xmlAsset, typeof (TextAsset), false) as TextAsset;
spriteAlignment = (SpriteAlignment) EditorGUILayout.EnumPopup("Pivot", spriteAlignment);
bool enabled = GUI.enabled;
if (spriteAlignment != SpriteAlignment.Custom) {
GUI.enabled = false;
}
EditorGUILayout.Vector2Field("Custom Offset", customOffset);
GUI.enabled = enabled;
if (xmlAsset == null) {
GUI.enabled = false;
}
if (GUILayout.Button("Slice")) {
PerformSlice();
}
GUI.enabled = enabled;
}
private void PerformSlice()
{
XmlDocument document = new XmlDocument();
document.LoadXml(xmlAsset.text);
XmlElement root = document.DocumentElement;
if (root.Name == "TextureAtlas") {
bool failed = false;
Texture2D texture = AssetDatabase.LoadMainAssetAtPath(importer.assetPath) as Texture2D;
int textureHeight = texture.height;
List<SpriteMetaData> metaDataList = new List<SpriteMetaData>();
foreach (XmlNode childNode in root.ChildNodes)
{
if (childNode.Name == "SubTexture") {
try {
int width = Convert.ToInt32(childNode.Attributes["width"].Value);
int height = Convert.ToInt32(childNode.Attributes["height"].Value);
int x = Convert.ToInt32(childNode.Attributes["x"].Value);
int y = textureHeight - (height + Convert.ToInt32(childNode.Attributes["y"].Value));
SpriteMetaData spriteMetaData = new SpriteMetaData
{
alignment = (int)spriteAlignment,
border = new Vector4(),
name = childNode.Attributes["name"].Value,
pivot = GetPivotValue(spriteAlignment, customOffset),
rect = new Rect(x, y, width, height)
};
metaDataList.Add(spriteMetaData);
}
catch (Exception exception) {
failed = true;
Debug.LogException(exception);
}
}
else
{
Debug.LogError("Child nodes should be named 'SubTexture' !");
failed = true;
}
}
if (!failed) {
importer.spriteImportMode = SpriteImportMode.Multiple;
importer.spritesheet = metaDataList.ToArray();
EditorUtility.SetDirty(importer);
try
{
AssetDatabase.StartAssetEditing();
AssetDatabase.ImportAsset(importer.assetPath);
}
finally
{
AssetDatabase.StopAssetEditing();
Close();
}
}
}
else
{
Debug.LogError("XML needs to have a 'TextureAtlas' root node!");
}
}
//SpriteEditorUtility
public static Vector2 GetPivotValue(SpriteAlignment alignment, Vector2 customOffset)
{
switch (alignment)
{
case SpriteAlignment.Center:
return new Vector2(0.5f, 0.5f);
case SpriteAlignment.TopLeft:
return new Vector2(0.0f, 1f);
case SpriteAlignment.TopCenter:
return new Vector2(0.5f, 1f);
case SpriteAlignment.TopRight:
return new Vector2(1f, 1f);
case SpriteAlignment.LeftCenter:
return new Vector2(0.0f, 0.5f);
case SpriteAlignment.RightCenter:
return new Vector2(1f, 0.5f);
case SpriteAlignment.BottomLeft:
return new Vector2(0.0f, 0.0f);
case SpriteAlignment.BottomCenter:
return new Vector2(0.5f, 0.0f);
case SpriteAlignment.BottomRight:
return new Vector2(1f, 0.0f);
case SpriteAlignment.Custom:
return customOffset;
default:
return Vector2.zero;
}
}
}

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Assets/Tiling.cs Normal file
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using UnityEngine;
public class Tiling : MonoBehaviour
{
private const int LEFT = -1;
private const int RIGHT = 1;
public int offsetX = 2; // the offset so that we don't get any weird errors
// these are used for checking if we need to instantiate stuff
public bool hasARightBuddy;
public bool hasALeftBuddy;
public bool reverseScale; // used if the object is not tilable
private float spriteWidth; // the width of our element
private Camera cam;
private Transform myTransform;
void Awake () {
cam = Camera.main;
myTransform = transform;
}
// Start is called before the first frame update
void Start()
{
SpriteRenderer sRenderer = GetComponent<SpriteRenderer>();
spriteWidth = sRenderer.sprite.bounds.size.x;
}
// Update is called once per frame
void Update()
{
// does it still need buddies? If not do nothing
if (!hasALeftBuddy || !hasARightBuddy) {
// calculate the cameras extend (half the width) of what the camera can see in world coordinates
float camHorizontalExtend = cam.orthographicSize * Screen.width/Screen.height;
// calculate the x position where the camera can see the edge of the sprite (element)
var position = myTransform.position;
float edgeVisiblePositionRight = (position.x + spriteWidth/2) - camHorizontalExtend;
float edgeVisiblePositionLeft = (position.x - spriteWidth/2) + camHorizontalExtend;
// checking if we can see the edge of the element and then calling MakeNewBuddy if we can
if (cam.transform.position.x >= edgeVisiblePositionRight - offsetX && !hasARightBuddy)
{
MakeNewBuddy (RIGHT);
hasARightBuddy = true;
}
else if (cam.transform.position.x <= edgeVisiblePositionLeft + offsetX && !hasALeftBuddy)
{
MakeNewBuddy (LEFT);
hasALeftBuddy = true;
}
}
}
// a function that creates a buddy on the side required
void MakeNewBuddy (int rightOrLeft) {
// calculating the new position for our new buddy
var position = myTransform.position;
Vector3 newPosition = new Vector3 (position.x + spriteWidth * rightOrLeft,
position.y, position.z);
// instantating our new body and storing him in a variable
Transform newBuddy = Instantiate (myTransform, newPosition, myTransform.rotation);
// if not tilable let's reverse the x size og our object to get rid of ugly seams
if (reverseScale)
{
var localScale = newBuddy.localScale;
localScale = new Vector3 (localScale.x*-1, localScale.y, localScale.z);
newBuddy.localScale = localScale;
}
newBuddy.parent = myTransform.parent;
if (rightOrLeft > 0) {
newBuddy.GetComponent<Tiling>().hasALeftBuddy = true;
}
else {
newBuddy.GetComponent<Tiling>().hasARightBuddy = true;
}
}
}

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378
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