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AbstractConcept 2022-09-13 00:36:34 -05:00
commit 3c7cc0c973
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using UnityEngine;
using System.Collections;
public class BasicCameraFollow : MonoBehaviour
{
public GameObject followTarget;
private Vector3 targetPos;
public float moveSpeed;
void Update ()
{
targetPos = new Vector3(followTarget.transform.position.x, followTarget.transform.position.y, transform.position.z);
Vector3 velocity = targetPos - transform.position;
transform.position = Vector3.SmoothDamp (transform.position, targetPos, ref velocity, 1.0f, moveSpeed * Time.deltaTime);
}
}

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using System;
using UnityEngine;
using UnityEngine.U2D;
public class CameraManager : MonoBehaviour
{
public Camera ordinaryCamera;
public PixelPerfectCamera pixelPerfectCamera;
private bool isPixelPerfect;
void Awake()
{
isPixelPerfect = false;
ValidateCameras(isPixelPerfect);
}
public void TogglePixelPerfect(bool value)
{
isPixelPerfect = value;
ValidateCameras(isPixelPerfect);
}
public void ValidateCameras(bool value)
{
if (value)
{
ordinaryCamera.gameObject.SetActive(false);
pixelPerfectCamera.gameObject.SetActive(true);
}
else
{
ordinaryCamera.gameObject.SetActive(true);
pixelPerfectCamera.gameObject.SetActive(false);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HeroMover : MonoBehaviour
{
public float Amplitude = 1.0f;
public float Frequency = 1.0f;
private Vector3 origin;
private float offset;
// Use this for initialization
void Start()
{
origin = transform.position;
}
// Update is called once per frame
void Update()
{
offset = Mathf.Sin(Time.time * Frequency * 4.0f) * Amplitude;
transform.position = origin + Vector3.right * offset;
}
}

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