add some extra assets FX and SFX

This commit is contained in:
Robii Aragon
2026-03-29 23:03:14 -07:00
parent 6ef3eb1535
commit 24dc66a81e
10142 changed files with 2535978 additions and 36608 deletions

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using UnityEngine;
namespace NobleMuffins.LimbHacker.Examples
{
[RequireComponent(typeof(SwordVelocityFilter))]
public class AttachableSlicerController : MonoBehaviour
{
private SwordVelocityFilter swordVelocityFilter;
public GameObject slicer;
void Start()
{
swordVelocityFilter = GetComponent<SwordVelocityFilter>();
}
void Update()
{
slicer.SetActive(swordVelocityFilter.IsFastEnoughToCut);
}
}
}

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using UnityEngine;
using System.Collections;
namespace NobleMuffins.LimbHacker.Examples
{
[RequireComponent(typeof(Collider))]
public class Button : MonoBehaviour
{
const float changeTime = 0.033f;
public new Camera camera;
public GameObject target;
public string message;
public AudioClip clickSound;
public bool visible;
private new Transform transform;
private new Collider collider;
private Vector3 scaleAtStart;
private float size = 1f, sizeDelta = 0f;
private bool pressedAsButton = false;
void Start()
{
transform = GetComponent<Transform>();
collider = GetComponent<Collider>();
scaleAtStart = transform.localScale;
if (camera == null) camera = Camera.main;
}
private bool firstRun = true;
void Update()
{
Ray ray = camera.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
bool hover = collider.Raycast(ray, out hitInfo, 2f);
pressedAsButton |= hover && Input.GetMouseButtonDown(0);
bool released = Input.GetMouseButtonUp(0);
bool releasedAsButton = pressedAsButton && hover && released;
if (released)
{
pressedAsButton = false;
}
if (releasedAsButton)
{
target.SendMessage(message);
if (clickSound != null)
{
AudioSource.PlayClipAtPoint(clickSound, Vector3.zero);
}
}
bool enlarge = hover || pressedAsButton;
float idealSize = (enlarge ? 1.1f : 1f) * (visible ? 1f : 0f);
size = firstRun ? idealSize : Mathf.SmoothDamp(size, idealSize, ref sizeDelta, changeTime);
firstRun = false;
transform.localScale = size * scaleAtStart;
}
}
}

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using UnityEngine;
namespace NobleMuffins.LimbHacker.Examples
{
public class CameraPositionController : MonoBehaviour
{
public Transform backAwayPosition, upClosePosition;
public TimeForSlicingFilter timeForSlicingFilter;
public float transitionTime = 1f;
private new Transform transform;
private Vector3 position, positionDelta;
// Use this for initialization
void Start()
{
transform = GetComponent<Transform>();
position = transform.position;
}
// Update is called once per frame
void Update()
{
Vector3 idealPosition = timeForSlicingFilter.IsTimeForSlicing ? upClosePosition.position : backAwayPosition.position;
position = Vector3.SmoothDamp(position, idealPosition, ref positionDelta, transitionTime);
transform.position = position;
}
}
}

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using UnityEngine;
using System.Collections;
namespace NobleMuffins.LimbHacker.Examples
{
public class CameraSteer : MonoBehaviour
{
private Vector3 naturalForward, naturalUp, naturalRight;
private Vector3 forward, forwardDelta;
private new Transform transform;
public float panSpeed = 0.33f;
void Awake()
{
transform = GetComponent<Transform>();
naturalForward = transform.forward;
naturalRight = transform.right;
naturalUp = transform.up;
forward = naturalForward;
forwardDelta = Vector3.zero;
}
// Update is called once per frame
void Update()
{
Vector2 center = new Vector2(Screen.width / 2f, Screen.height / 2f);
Vector2 current = (Vector2)Input.mousePosition;
Vector2 delta = current - center;
delta.x /= Screen.width;
delta.y /= Screen.height;
delta *= 0.33f;
Vector3 idealForward = (naturalForward + naturalRight * delta.x + naturalUp * delta.y).normalized;
forward = Vector3.SmoothDamp(forward, idealForward, ref forwardDelta, panSpeed);
transform.forward = forward;
}
}
}

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using UnityEngine;
using System.Collections.Generic;
namespace NobleMuffins.LimbHacker.Examples
{
public class MarkOfCain : MonoBehaviour
{
private readonly static List<GameObject> markedObjects = new List<GameObject>();
void Start()
{
markedObjects.Add(gameObject);
}
public static void DestroyAllMarkedObjects()
{
foreach (var go in markedObjects)
{
if (go != null) Destroy(go);
}
markedObjects.Clear();
}
}
}

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using UnityEngine;
using System.Collections;
namespace NobleMuffins.LimbHacker.Examples
{
[RequireComponent(typeof(Button))]
public class RestartButton : MonoBehaviour
{
public Spawner spawner;
private Button button;
void Start()
{
button = gameObject.GetComponent<Button>();
}
void Update()
{
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using UnityEngine;
namespace NobleMuffins.LimbHacker.Examples
{
public class Spawner : MonoBehaviour
{
public GameObject puppet;
public Object prefab;
public System.Action<GameObject> instantiationListeners;
public GUISkin skin;
// Use this for initialization
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Instantiate();
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get
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}
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using UnityEngine;
using System.Collections;
namespace NobleMuffins.LimbHacker.Examples
{
public class SwordTransformController : MonoBehaviour
{
// Rotation order is YXZ
private new Transform transform;
private Transform cameraTransform;
public new Camera camera;
private Vector3 idealForward = Vector3.forward;
private Vector3 forward = Vector3.forward;
private Vector3 forwardVelocity = Vector3.zero;
private Vector3 idealUp = Vector3.up;
private Vector3 up = Vector3.up;
private Vector3 upVelocity = Vector3.zero;
public float trackingTime = 0.1f;
public float deadzone = 5f;
public float reach = 3f;
private Vector3 previousMousePosition = Vector3.zero;
// Use this for initialization
void Start()
{
transform = GetComponent<Transform>();
if (camera == null)
{
Debug.LogError("TSD3SwordTransformController requires a camera to orient the sword.");
enabled = false;
}
else
{
cameraTransform = camera.transform;
}
}
// Update is called once per frame
void Update()
{
Vector3 mousePosition = Input.mousePosition;
Vector3 mouseDelta = previousMousePosition - mousePosition;
if (mouseDelta.magnitude > deadzone)
{
Vector3 cursorInThreeSpace = mousePosition;
cursorInThreeSpace.z = reach;
idealForward = (camera.ScreenToWorldPoint(cursorInThreeSpace) - transform.position).normalized;
Matrix4x4 cameraLocalToWorld = cameraTransform.localToWorldMatrix;
idealUp = cameraLocalToWorld.MultiplyVector(previousMousePosition - mousePosition).normalized;
previousMousePosition = mousePosition;
}
forward = Vector3.SmoothDamp(forward, idealForward, ref forwardVelocity, trackingTime);
up = Vector3.SmoothDamp(up, idealUp, ref upVelocity, trackingTime);
transform.rotation = Quaternion.LookRotation(forward, up);
}
}
}

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using UnityEngine;
namespace NobleMuffins.LimbHacker.Examples
{
public class SwordVelocityFilter : MonoBehaviour
{
public float tipSpeedForCutting = 1f;
public float lengthInWorldUnits = 5f;
private new Transform transform;
void Start()
{
transform = GetComponent<Transform>();
priorTipPositionInWorldSpace = deriveTipPosition();
}
private Vector3 priorTipPositionInWorldSpace;
private bool _IsFastEnoughToCut = false;
public bool IsFastEnoughToCut
{
get
{
return _IsFastEnoughToCut;
}
}
private Vector3 deriveTipPosition()
{
return transform.localToWorldMatrix.MultiplyPoint3x4(Vector3.forward * lengthInWorldUnits);
}
// Update is called once per frame
void Update()
{
Vector3 tipPositionInWorldSpace = deriveTipPosition();
Vector3 tipDelta = tipPositionInWorldSpace - priorTipPositionInWorldSpace;
float tipSpeed = tipDelta.magnitude / Time.deltaTime;
_IsFastEnoughToCut = tipSpeed > tipSpeedForCutting;
priorTipPositionInWorldSpace = tipPositionInWorldSpace;
}
}
}

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using UnityEngine;
using System.Collections;
namespace NobleMuffins.LimbHacker.Examples
{
public class TimeForSlicingFilter : MonoBehaviour
{
public string nameOfAnimationStateForSlicing = "Standing";
public Spawner spawner;
public bool isAlwaysTimeForSlicing;
private Animator animator;
void Awake()
{
spawner.instantiationListeners += HandleInstantiation;
}
void HandleInstantiation(GameObject go)
{
animator = go.GetComponent<Animator>();
}
public bool IsTimeForSlicing
{
get
{
if (Input.GetKey(KeyCode.A)) return true;
if (isAlwaysTimeForSlicing) return true;
#if UNITY_5 || UNITY_5_3_OR_NEWER //Starting with 5.3 we can use UNITY_X_Y_OR_NEWER
return animator != null && animator.GetCurrentAnimatorStateInfo(0).fullPathHash == Animator.StringToHash(nameOfAnimationStateForSlicing);
#else
return animator != null && animator.GetCurrentAnimatorStateInfo(0).nameHash == Animator.StringToHash(nameOfAnimationStateForSlicing);
#endif
}
}
}
}

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