├── .gitignore
├── GameEye2D
└── Assets
│ ├── GameEye2D.meta
│ └── GameEye2D
│ ├── Core.meta
│ ├── Core
│ ├── Behaviours.meta
│ ├── Behaviours
│ │ ├── FixedFollow.cs
│ │ ├── FixedFollow.cs.meta
│ │ ├── ScrollZoom.cs
│ │ ├── ScrollZoom.cs.meta
│ │ ├── Shake.cs
│ │ ├── Shake.cs.meta
│ │ ├── SmoothFollow.cs
│ │ ├── SmoothFollow.cs.meta
│ │ ├── SmoothScrollZoom.cs
│ │ ├── SmoothScrollZoom.cs.meta
│ │ ├── ZoomToFit.cs
│ │ └── ZoomToFit.cs.meta
│ ├── Camera2D.cs
│ ├── Camera2D.cs.meta
│ ├── Focuses.meta
│ ├── Focuses
│ │ ├── F_RigidBody.cs
│ │ ├── F_RigidBody.cs.meta
│ │ ├── F_RigidBody2D.cs
│ │ ├── F_RigidBody2D.cs.meta
│ │ ├── F_Transform.cs
│ │ ├── F_Transform.cs.meta
│ │ ├── Focus2D.cs
│ │ ├── Focus2D.cs.meta
│ │ ├── FollowRail.cs
│ │ ├── FollowRail.cs.meta
│ │ ├── FollowRailX.cs
│ │ ├── FollowRailX.cs.meta
│ │ ├── FollowRailY.cs
│ │ ├── FollowRailY.cs.meta
│ │ ├── MouseCursor.cs
│ │ ├── MouseCursor.cs.meta
│ │ ├── Rail.cs
│ │ ├── Rail.cs.meta
│ │ ├── SimpleMoving.cs
│ │ ├── SimpleMoving.cs.meta
│ │ ├── TimedRail.cs
│ │ ├── TimedRail.cs.meta
│ │ ├── TimedTrigger.cs
│ │ ├── TimedTrigger.cs.meta
│ │ ├── Trigger.cs
│ │ ├── Trigger.cs.meta
│ │ ├── WorldCursor.cs
│ │ ├── WorldCursor.cs.meta
│ │ ├── WorldCursorLimited.cs
│ │ └── WorldCursorLimited.cs.meta
│ ├── Tools.meta
│ └── Tools
│ │ ├── ClampToScreen.cs
│ │ ├── ClampToScreen.cs.meta
│ │ ├── Parallax.cs
│ │ ├── Parallax.cs.meta
│ │ ├── TriggerCameraLimits.cs
│ │ ├── TriggerCameraLimits.cs.meta
│ │ ├── TriggerCameras.cs
│ │ ├── TriggerCameras.cs.meta
│ │ ├── TriggerFocusList.cs
│ │ ├── TriggerFocusList.cs.meta
│ │ ├── TriggerZoom.cs
│ │ └── TriggerZoom.cs.meta
│ ├── Editor.meta
│ ├── Editor
│ ├── Resources.meta
│ ├── Resources
│ │ ├── Arena.prefab
│ │ ├── Arena.prefab.meta
│ │ ├── Follow Rail Focus2D.prefab
│ │ ├── Follow Rail Focus2D.prefab.meta
│ │ ├── Follow X Rail Focus2D.prefab
│ │ ├── Follow X Rail Focus2D.prefab.meta
│ │ ├── Follow Y Rail Focus2D.prefab
│ │ ├── Follow Y Rail Focus2D.prefab.meta
│ │ ├── Game Camera.prefab
│ │ ├── Game Camera.prefab.meta
│ │ ├── Keep Mesh on Screen.prefab
│ │ ├── Keep Mesh on Screen.prefab.meta
│ │ ├── Parralax.prefab
│ │ ├── Parralax.prefab.meta
│ │ ├── Platformer.prefab
│ │ ├── Platformer.prefab.meta
│ │ ├── RigidyBody Focus2D.prefab
│ │ ├── RigidyBody Focus2D.prefab.meta
│ │ ├── RigidyBody2D Focus2D.prefab
│ │ ├── RigidyBody2D Focus2D.prefab.meta
│ │ ├── Role Playing Game.prefab
│ │ ├── Role Playing Game.prefab.meta
│ │ ├── Runner.prefab
│ │ ├── Runner.prefab.meta
│ │ ├── Shoot Em Up.prefab
│ │ ├── Shoot Em Up.prefab.meta
│ │ ├── Simple Moving Focus2D.prefab
│ │ ├── Simple Moving Focus2D.prefab.meta
│ │ ├── Strategy Cam2D.prefab
│ │ ├── Strategy Cam2D.prefab.meta
│ │ ├── Timed Rail Focus2D.prefab
│ │ ├── Timed Rail Focus2D.prefab.meta
│ │ ├── Timed Trigger Focus2D.prefab
│ │ ├── Timed Trigger Focus2D.prefab.meta
│ │ ├── Transform Focus2D.prefab
│ │ ├── Transform Focus2D.prefab.meta
│ │ ├── Trigger Camera Limits.prefab
│ │ ├── Trigger Camera Limits.prefab.meta
│ │ ├── Trigger Cameras.prefab
│ │ ├── Trigger Cameras.prefab.meta
│ │ ├── Trigger Focus List.prefab
│ │ ├── Trigger Focus List.prefab.meta
│ │ ├── Trigger Focus2D.prefab
│ │ ├── Trigger Focus2D.prefab.meta
│ │ ├── Trigger Zoom.prefab
│ │ ├── Trigger Zoom.prefab.meta
│ │ ├── World Cursor Focus2D.prefab
│ │ ├── World Cursor Focus2D.prefab.meta
│ │ ├── World Cursor Limited Focus2D.prefab
│ │ └── World Cursor Limited Focus2D.prefab.meta
│ ├── Scripts.meta
│ └── Scripts
│ │ ├── GameEye2DMenu.cs
│ │ ├── GameEye2DMenu.cs.meta
│ │ ├── RailEditor.cs
│ │ └── RailEditor.cs.meta
│ ├── Examples.meta
│ ├── Examples
│ ├── Materials.meta
│ ├── Materials
│ │ ├── Background.mat
│ │ ├── Background.mat.meta
│ │ ├── Bars.mat
│ │ ├── Bars.mat.meta
│ │ ├── BounceWalls.mat
│ │ ├── BounceWalls.mat.meta
│ │ ├── Player.mat
│ │ ├── Player.mat.meta
│ │ ├── StarsYellow.mat
│ │ ├── StarsYellow.mat.meta
│ │ ├── Walls.mat
│ │ └── Walls.mat.meta
│ ├── PhysicsMaterials.meta
│ ├── PhysicsMaterials
│ │ ├── Ball.physicsMaterial2D
│ │ ├── Ball.physicsMaterial2D.meta
│ │ ├── Ball3D.physicMaterial
│ │ ├── Ball3D.physicMaterial.meta
│ │ ├── Player.physicsMaterial2D
│ │ └── Player.physicsMaterial2D.meta
│ ├── Resources.meta
│ ├── Resources
│ │ ├── Ball 3D.prefab
│ │ ├── Ball 3D.prefab.meta
│ │ ├── Ball.prefab
│ │ └── Ball.prefab.meta
│ ├── Scenes.meta
│ ├── Scenes
│ │ ├── Behaviors.meta
│ │ ├── Behaviors
│ │ │ ├── Fixed Follow.unity
│ │ │ ├── Fixed Follow.unity.meta
│ │ │ ├── Scroll Zoom.unity
│ │ │ ├── Scroll Zoom.unity.meta
│ │ │ ├── Shake.unity
│ │ │ ├── Shake.unity.meta
│ │ │ ├── Smooth Follow.unity
│ │ │ ├── Smooth Follow.unity.meta
│ │ │ ├── Smooth Scroll Zoom.unity
│ │ │ ├── Smooth Scroll Zoom.unity.meta
│ │ │ ├── Zoom To Fit - Press Mouse 1.unity
│ │ │ └── Zoom To Fit - Press Mouse 1.unity.meta
│ │ ├── Focus.meta
│ │ ├── Focus
│ │ │ ├── Follow Rail X.unity
│ │ │ ├── Follow Rail X.unity.meta
│ │ │ ├── Follow Rail Y.unity
│ │ │ ├── Follow Rail Y.unity.meta
│ │ │ ├── Follow Rail.unity
│ │ │ ├── Follow Rail.unity.meta
│ │ │ ├── Mouse Cursor.unity
│ │ │ ├── Mouse Cursor.unity.meta
│ │ │ ├── Rigid Body 2D.unity
│ │ │ ├── Rigid Body 2D.unity.meta
│ │ │ ├── Rigid Body.unity
│ │ │ ├── Rigid Body.unity.meta
│ │ │ ├── Simple Moving.unity
│ │ │ ├── Simple Moving.unity.meta
│ │ │ ├── Timed Rail.unity
│ │ │ ├── Timed Rail.unity.meta
│ │ │ ├── Timed Trigger.unity
│ │ │ ├── Timed Trigger.unity.meta
│ │ │ ├── Transform.unity
│ │ │ ├── Transform.unity.meta
│ │ │ ├── Trigger.unity
│ │ │ ├── Trigger.unity.meta
│ │ │ ├── World Cursor Limited.unity
│ │ │ ├── World Cursor Limited.unity.meta
│ │ │ ├── World Cursor.unity
│ │ │ └── World Cursor.unity.meta
│ │ ├── Tools.meta
│ │ └── Tools
│ │ │ ├── Clamp To Screen.unity
│ │ │ ├── Clamp To Screen.unity.meta
│ │ │ ├── Parralax.unity
│ │ │ ├── Parralax.unity.meta
│ │ │ ├── Trigger Camera Limits.unity
│ │ │ ├── Trigger Camera Limits.unity.meta
│ │ │ ├── Trigger Cameras.unity
│ │ │ ├── Trigger Cameras.unity.meta
│ │ │ ├── Trigger Focus List.unity
│ │ │ ├── Trigger Focus List.unity.meta
│ │ │ ├── Trigger Zoom.unity
│ │ │ └── Trigger Zoom.unity.meta
│ ├── Scripts.meta
│ └── Scripts
│ │ ├── Ball3DMove.cs
│ │ ├── Ball3DMove.cs.meta
│ │ ├── BallMove.cs
│ │ ├── BallMove.cs.meta
│ │ ├── BallSpawner.cs
│ │ ├── BallSpawner.cs.meta
│ │ ├── KillZone.cs
│ │ ├── KillZone.cs.meta
│ │ ├── KillZoneResetRail.cs
│ │ ├── KillZoneResetRail.cs.meta
│ │ ├── KillZoneResetTrigger.cs
│ │ ├── KillZoneResetTrigger.cs.meta
│ │ ├── PlayerMovement.cs
│ │ └── PlayerMovement.cs.meta
│ ├── Game Eye 2D Documentation.pdf
│ └── Game Eye 2D Documentation.pdf.meta
├── LICENSE
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | #################
2 | ## Visual Studio
3 | #################
4 |
5 | # User-specific files
6 | *.suo
7 | *.user
8 | *.sln.docstates
9 | *.csproj
10 |
11 |
12 | GameEye2D/GameEye2D.sln
13 | GameEye2D/Temp
14 | GameEye2D/Library
15 | GameEye2D/ProjectSettings
16 | GameEye2D/Assets/AssetStoreTools
17 | GameEye2D/Assets/AssetStoreTools.meta
18 |
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/GameEye2D/Assets/GameEye2D/Core/Behaviours/FixedFollow.cs:
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1 | /* Camera2D Fixed Follow v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 |
9 | namespace GameEye2D.Behaviour
10 | {
11 | ///
12 | /// When attached to a transform with a Camera2D, causes the camera’s position to be exactly at the center of the action. The behavior can be paused by disabling it.
13 | ///
14 | [AddComponentMenu("GameEye2D/Behaviours/Fixed Follow")]
15 | [RequireComponent(typeof(Camera2D))]
16 | public class FixedFollow : MonoBehaviour {
17 |
18 | //The camera 2D that tracks the action and moves the camera
19 | Camera2D m_Camera2D;
20 |
21 |
22 | ///
23 | /// Gets the camera2D used by this behavior.
24 | ///
25 | public Camera2D camera2D
26 | {
27 | get
28 | {
29 | if (m_Camera2D == null)
30 | {
31 | m_Camera2D = GetComponent();
32 | }
33 | return m_Camera2D;
34 | }
35 | }
36 |
37 | //After the objects have all moved set the camera position to look at the desired position
38 | void LateUpdate()
39 | {
40 | camera2D.position2D = camera2D.actionRect.center;
41 | }
42 | }
43 | }
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/GameEye2D/Assets/GameEye2D/Core/Behaviours/FixedFollow.cs.meta:
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/GameEye2D/Assets/GameEye2D/Core/Behaviours/ScrollZoom.cs:
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1 | /* Camera2D Scroll Zoom v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 |
9 | namespace GameEye2D.Behaviour
10 | {
11 | ///
12 | /// When attached to a transform with a Camera2D, causes the camera’s orthographic size to change based on the input of the player. The most common use is to allow the mouse wheel to scroll the camera in and out. The behavior can be paused by disabling it.
13 | ///
14 | [AddComponentMenu("GameEye2D/Behaviours/Scroll Zoom")]
15 | [RequireComponent(typeof(Camera2D))]
16 | public class ScrollZoom : MonoBehaviour
17 | {
18 | //The camera 2D that tracks the action and moves the camera
19 | Camera2D m_Camera2D;
20 |
21 | //The minimum zoom scrolling will allow
22 | [SerializeField] float m_MinimumZoom = 5f;
23 |
24 | //The highest zoom scrolling will allow
25 | [SerializeField] float m_MaxZoom = 20f;
26 |
27 | //Input for scrolling
28 | [SerializeField] string m_ScrollInput = "Mouse ScrollWheel";
29 |
30 |
31 | ///
32 | /// Gets the camera2D used by this behavior.
33 | ///
34 | public Camera2D camera2D
35 | {
36 | get
37 | {
38 | if (m_Camera2D == null)
39 | {
40 | m_Camera2D = GetComponent();
41 | }
42 | return m_Camera2D;
43 | }
44 | }
45 |
46 | ///
47 | /// Gets or sets the minimum orthographic size possible by scrolling the camera.
48 | ///
49 | public float minimumZoom
50 | {
51 | get { return m_MinimumZoom; }
52 | set { m_MinimumZoom = value; }
53 | }
54 |
55 | ///
56 | /// Gets or sets the maximum orthographic size possible by scrolling the camera.
57 | ///
58 | public float maximumZoom
59 | {
60 | get { return m_MaxZoom; }
61 | set { m_MaxZoom = value; }
62 | }
63 |
64 | ///
65 | /// Gets or sets the input used to scroll the camera.
66 | ///
67 | public string scrollInput
68 | {
69 | get { return m_ScrollInput; }
70 | set { m_ScrollInput = value; }
71 | }
72 |
73 |
74 | //After all the objects have moved, check for axis input and zoom the camera accordingly
75 | void LateUpdate ()
76 | {
77 | camera2D.zoom = Mathf.Clamp(camera2D.zoom - Input.GetAxis(scrollInput), minimumZoom, maximumZoom);
78 | }
79 | }
80 | }
81 |
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/GameEye2D/Assets/GameEye2D/Core/Behaviours/Shake.cs:
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1 | /* Camera2D Shake v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 |
9 | namespace GameEye2D.Behaviour
10 | {
11 | ///
12 | /// When attached to a transform with a Camera2D, provides public functions that cause the camera's position to change as if a heavy force was applied. The behavior can be paused by disabling it.
13 | ///
14 | [AddComponentMenu("GameEye2D/Behaviours/Shake")]
15 | [RequireComponent(typeof(Camera2D))]
16 | public class Shake : MonoBehaviour {
17 |
18 | //The camera 2D that tracks the action and moves the camera
19 | Camera2D m_Camera2D;
20 |
21 | //The magnitude and length of the camera shake
22 | //The minimum force to shake is subtracted from any shake
23 | [SerializeField] float m_MinForceToShake = 30f;
24 | [SerializeField] float m_BaseShakeAmount = 0.01f;
25 | [SerializeField] float m_BaseShakeTime = 0.004f;
26 |
27 | //Properties of the shake are stored for calculations when the shake function is called
28 | float m_OriginalShakeTimer = 0f;
29 | float m_ShakeTimer = 0f;
30 | float m_ShakeMagnitude = 0f;
31 | Vector2 m_ShakeOffset;
32 |
33 |
34 | ///
35 | /// Gets the camera2D used by this behavior.
36 | ///
37 | public Camera2D camera2D
38 | {
39 | get
40 | {
41 | if (m_Camera2D == null)
42 | {
43 | m_Camera2D = GetComponent();
44 | }
45 | return m_Camera2D;
46 | }
47 | }
48 |
49 | ///
50 | /// Gets or sets to minimum force magnitude required to shake the camera. This amount is subtracted from all shake forces.
51 | ///
52 | public float minimumForceToShake
53 | {
54 | get { return m_MinForceToShake; }
55 | set { m_MinForceToShake = value; }
56 | }
57 |
58 | ///
59 | /// Returns if the camera is shaking
60 | ///
61 | public bool isShaking
62 | {
63 | get { return m_ShakeTimer > 0f; }
64 | }
65 |
66 | ///
67 | /// Gets how much the camera is offset due to the camera shaking.
68 | ///
69 | public Vector2 shakeOffset
70 | {
71 | get { return m_ShakeOffset; }
72 | }
73 |
74 |
75 | //When the component is disabled, the camera will not shake
76 | void OnDisable ()
77 | {
78 | EndShake();
79 | }
80 |
81 | //After all the objects have moved, update the shake amount, timer, and direction on each frame
82 | void LateUpdate ()
83 | {
84 | //If the camera is shaking
85 | if (isShaking)
86 | {
87 | //Calculate the position of the camera without the shaking applied
88 | Vector2 originalPos = camera2D.position2D - m_ShakeOffset;
89 |
90 | //Calculate a shake offset based on the force of the crash, with a little randomness and gradually weakening as the shake ends.
91 | m_ShakeOffset += Random.insideUnitCircle * m_ShakeMagnitude * camera2D.zoom;
92 | m_ShakeOffset *= m_ShakeTimer / m_OriginalShakeTimer;
93 | m_ShakeTimer -= Time.unscaledDeltaTime;
94 |
95 | //Set camera position
96 | camera2D.position2D = originalPos + m_ShakeOffset;
97 |
98 | //Account for shifting due to being clamped to camera limits
99 | m_ShakeOffset = camera2D.position2D - originalPos;
100 | }
101 | //If the camera has just finished shaking
102 | else if (m_ShakeOffset != Vector2.zero)
103 | {
104 | EndShake();
105 | }
106 | }
107 |
108 | ///
109 | /// Causes the camera to shake, given a magnitude used for the amount of shaking and for how long.
110 | ///
111 | public void ShakeCamera(float magnitude)
112 | {
113 | if (!enabled)
114 | {
115 | return;
116 | }
117 |
118 | //Ignore minor forces
119 | float baseShake = (magnitude - m_MinForceToShake);
120 | float shakeMagnitude = baseShake * m_BaseShakeAmount;
121 | if (shakeMagnitude < 0 || shakeMagnitude < m_ShakeOffset.magnitude)
122 | {
123 | return;
124 | }
125 |
126 | //Set the new camera shake force
127 | m_ShakeMagnitude = shakeMagnitude;
128 |
129 | //Set the current shake time
130 | m_ShakeTimer = m_BaseShakeTime * baseShake;
131 | m_OriginalShakeTimer = m_ShakeTimer;
132 | }
133 |
134 | ///
135 | /// Causes the camera to shake, given a force that caused the shake to be used for direction, magnitude and how long the camera shakes.
136 | ///
137 | public void ShakeCamera(Vector2 force)
138 | {
139 | if (!enabled)
140 | {
141 | return;
142 | }
143 |
144 | //Ignore minor forces
145 | float baseShake = (force.magnitude - m_MinForceToShake);
146 | float shakeMagnitude = baseShake * m_BaseShakeAmount;
147 | if (shakeMagnitude < 0 || shakeMagnitude < m_ShakeOffset.magnitude)
148 | {
149 | return;
150 | }
151 |
152 | //Set the new camera shake force
153 | m_ShakeMagnitude = shakeMagnitude;
154 |
155 | //Set the current shake time
156 | m_ShakeTimer = m_BaseShakeTime * baseShake;
157 | m_OriginalShakeTimer = m_ShakeTimer;
158 |
159 | //Cause an instant shake following the force of the impact
160 | Vector2 instantShake = -force.normalized * m_ShakeMagnitude * camera2D.zoom;
161 | camera2D.position2D += instantShake;
162 | m_ShakeOffset += instantShake;
163 | }
164 |
165 | ///
166 | /// If the camera is currently shaking, it stops shaking.
167 | ///
168 | public void EndShake ()
169 | {
170 | m_ShakeTimer = 0f;
171 | camera2D.position2D -= m_ShakeOffset;
172 | m_ShakeOffset = Vector2.zero;
173 | }
174 |
175 |
176 | #if UNITY_EDITOR
177 |
178 | //Whether to draw debug data or not
179 | [SerializeField] bool m_DrawDebug = false;
180 |
181 |
182 | //In the scene window draw the camera limits and action rect
183 | void OnDrawGizmos ()
184 | {
185 | if (m_DrawDebug && Application.isPlaying)
186 | {
187 | //Set the gizmo color for the line towards the desired position
188 | Gizmos.color = Color.yellow;
189 |
190 | #if GAMEEYE2D_XZ
191 | //Draw the line towards the desired position
192 | Gizmos.DrawLine(transform.position, transform.position - new Vector3(m_ShakeOffset.x, transform.position.y, m_ShakeOffset.y));
193 | #else
194 | //Draw the line towards the desired position
195 | Gizmos.DrawLine(transform.position, transform.position - new Vector3(m_ShakeOffset.x, m_ShakeOffset.y, transform.position.z));
196 | #endif
197 | }
198 | }
199 |
200 | #endif
201 | }
202 | }
203 |
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/GameEye2D/Assets/GameEye2D/Core/Behaviours/SmoothScrollZoom.cs:
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1 | /* Camera2D Smooth Scroll Zoom v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 |
9 | namespace GameEye2D.Behaviour
10 | {
11 | ///
12 | /// When attached to a transform with a Camera2D, causes the camera’s orthographic size to smoothly change based on the input of the player. The most common use is to allow the mouse wheel to scroll the camera in and out. The behavior can be paused by disabling it.
13 | ///
14 | [AddComponentMenu("GameEye2D/Behaviours/Smooth Scroll Zoom")]
15 | public class SmoothScrollZoom : ScrollZoom
16 | {
17 | //How fast the camera zooms in and out to follow the input scroll.
18 | [SerializeField] float m_Speed = 1f;
19 |
20 | //How much the camera will zoom to
21 | float m_DesiredZoom = 5f;
22 | const float ZOOM_THRESHOLD = 0.1f;
23 |
24 | ///
25 | /// How fast the camera zooms in and out to follow the input scroll.
26 | ///
27 | public float speed
28 | {
29 | get { return m_Speed; }
30 | set { m_Speed = value; }
31 | }
32 |
33 |
34 | //Initialize the desired zoom
35 | void Start ()
36 | {
37 | m_DesiredZoom = camera2D.zoom;
38 | }
39 |
40 | //After all the objects have moved, check for axis input and zoom the camera accordingly
41 | void LateUpdate()
42 | {
43 | m_DesiredZoom = Mathf.Clamp(m_DesiredZoom - Input.GetAxis(scrollInput), minimumZoom, maximumZoom);
44 | float difference = m_DesiredZoom - camera2D.zoom;
45 |
46 | if (Mathf.Abs(difference) > ZOOM_THRESHOLD)
47 | {
48 | camera2D.zoom += difference * speed * Time.deltaTime;
49 | }
50 | }
51 | }
52 | }
53 |
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/GameEye2D/Assets/GameEye2D/Core/Behaviours/ZoomToFit.cs:
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1 | /* Camera2D Zoom to fit. v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 |
9 | namespace GameEye2D.Behaviour
10 | {
11 | ///
12 | /// When attached to a transform with a Camera2D, smoothly zooms the camera’s view in or out to contain the action rect calculated by Camera2D. The behavior can be paused by disabling it.
13 | ///
14 | [AddComponentMenu("GameEye2D/Behaviours/ZoomToFit")]
15 | [RequireComponent(typeof(Camera2D))]
16 | public class ZoomToFit : MonoBehaviour {
17 |
18 | //The camera 2D that tracks the action and moves the camera
19 | Camera2D m_Camera2D;
20 |
21 | //The speed the camera zooms in and out and the desired orthographic size to zoom to
22 | [SerializeField] float m_Speed = 1f;
23 |
24 | //How much the action bounds must change to update the desired zoom to lerp to.
25 | [SerializeField] float m_StillThreshold = 3f;
26 | float m_LastDistance = 0f;
27 |
28 | //The lowest that ZoomToFit will update the camera’s orthographic size to.
29 | [SerializeField] float m_MinimumZoom = 5f;
30 |
31 |
32 | ///
33 | /// Gets the camera2D used by this behavior.
34 | ///
35 | public Camera2D camera2D
36 | {
37 | get
38 | {
39 | if (m_Camera2D == null)
40 | {
41 | m_Camera2D = GetComponent();
42 | }
43 | return m_Camera2D;
44 | }
45 | }
46 |
47 | ///
48 | /// Gets or sets how fast the camera zooms in or out.
49 | ///
50 | public float speed
51 | {
52 | get { return m_Speed; }
53 | set { m_Speed = value; }
54 | }
55 |
56 | ///
57 | /// Gets or sets how much the action rect must expand or shrink in order to update the desired zoom.
58 | ///
59 | public float stillThreshold
60 | {
61 | get { return m_StillThreshold; }
62 | set { m_StillThreshold = value; }
63 | }
64 |
65 | ///
66 | /// Gets or sets the lowest that ZoomToFit will update the camera’s orthographic size to.
67 | ///
68 | public float minimumZoom
69 | {
70 | get { return m_MinimumZoom;}
71 | set { m_MinimumZoom = value;}
72 | }
73 |
74 | //After all the objects have moved, lerp the camera's zoom to fit the points of interest.
75 | void LateUpdate()
76 | {
77 | //Optimal zoom to fit everything on screen
78 | float perfectZoom = camera2D.WorldToZoom(camera2D.actionRect.size);
79 |
80 | //If the camera is already zooming, or the action rect has changed significantly from the last desired zoom, change the desired zoom to lerp to.
81 | if (Mathf.Abs(perfectZoom - camera2D.zoom) > stillThreshold || Mathf.Abs(m_LastDistance) > m_Speed)
82 | {
83 | m_LastDistance = Mathf.Max(perfectZoom, minimumZoom) - camera2D.zoom;
84 | camera2D.zoom += m_LastDistance * Mathf.Min(speed * Time.unscaledDeltaTime, 1f);
85 | }
86 | else
87 | {
88 | m_LastDistance = 0f;
89 | }
90 | }
91 |
92 | #if UNITY_EDITOR
93 |
94 | //Whether to draw debug data or not
95 | [SerializeField] bool m_DrawDebug = false;
96 |
97 |
98 | //In the scene window draw the camera limits and action rect
99 | void OnDrawGizmosSelected ()
100 | {
101 | if (m_DrawDebug)
102 | {
103 | //Calculate and clamp the zooms that would cause the desired zoom to change
104 | float smallestZoom = Mathf.Max(camera2D.zoom - stillThreshold, minimumZoom);
105 | float largestZoom = Mathf.Min(camera2D.zoom + stillThreshold, camera2D.MaximumZoom(camera2D.cameraLimits.size));
106 |
107 | //Calculate half the width of the rect's
108 | float XsmallestSize = smallestZoom * camera2D.gameCamera.aspect;
109 | float XlargestSize = largestZoom * camera2D.gameCamera.aspect;
110 |
111 | //Draw the smallest and largest zooms, and the action rect at the center of the camera for comparison
112 | DrawGizmoRect( new Rect ( camera2D.position2D.x - XsmallestSize, camera2D.position2D.y - smallestZoom,
113 | XsmallestSize * 2f, smallestZoom * 2f),
114 | Color.cyan);
115 | DrawGizmoRect( new Rect ( camera2D.position2D.x - XlargestSize, camera2D.position2D.y - largestZoom,
116 | XlargestSize * 2f, largestZoom * 2f),
117 | Color.cyan);
118 | Rect actionRectAtCamera = camera2D.actionRect;
119 | actionRectAtCamera.center = camera2D.position2D;
120 | DrawGizmoRect(actionRectAtCamera, Color.green);
121 | }
122 | }
123 |
124 | //Draws the given rect using gizmos
125 | void DrawGizmoRect (Rect rect, Color color)
126 | {
127 | //Set the gizmo color
128 | Gizmos.color = color;
129 |
130 | #if GAMEEYE2D_XZ
131 | //Get the rect's corner positions
132 | Vector3 topLeft = new Vector3(rect.xMin, transform.position.y, rect.yMax);
133 | Vector3 botLeft = new Vector3(rect.xMin, transform.position.y, rect.yMin);
134 | Vector3 topRight = new Vector3(rect.xMax, transform.position.y, rect.yMax);
135 | Vector3 botRight = new Vector3(rect.xMax, transform.position.y, rect.yMin);
136 | #else
137 | //Get the rect's corner positions
138 | Vector3 topLeft = new Vector3(rect.xMin, rect.yMax, transform.position.z);
139 | Vector3 botLeft = new Vector3(rect.xMin, rect.yMin, transform.position.z);
140 | Vector3 topRight = new Vector3(rect.xMax, rect.yMax, transform.position.z);
141 | Vector3 botRight = new Vector3(rect.xMax, rect.yMin, transform.position.z);
142 | #endif
143 | //Draw the rect
144 | Gizmos.DrawLine(topLeft, botLeft);
145 | Gizmos.DrawLine(topRight, botRight);
146 | Gizmos.DrawLine(topLeft, topRight);
147 | Gizmos.DrawLine(botLeft, botRight);
148 | }
149 | #endif
150 | }
151 | }
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/GameEye2D/Assets/GameEye2D/Core/Focuses/F_RigidBody.cs:
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1 | /* Rigid Body v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 |
9 | namespace GameEye2D.Focus
10 | {
11 | ///
12 | /// When attached to a transform with a rigidbody, creates a focus point that is at the position of the transform. If the rigidbody has a velocity, the focus point leads ahead of the transform in the direction of the velocity. The conversion from velocity to offset can be set through the inspector.
13 | ///
14 | [AddComponentMenu("GameEye2D/Focus2D/Rigid Body")]
15 | [RequireComponent(typeof(Rigidbody))]
16 | public class F_RigidBody : F_Transform {
17 |
18 | //The object's rigidbody2D is used to determine the point of interest
19 | Rigidbody m_RigidBody;
20 |
21 | //How much the camera looks ahead of where a rigidbody is going
22 | [SerializeField] Vector2 m_VelocityToOffset = new Vector2 (0.6f, 0.1f);
23 |
24 |
25 | ///
26 | /// Gets the rigidBody of the focus.
27 | ///
28 | public Rigidbody body
29 | {
30 | get
31 | { if (m_RigidBody == null)
32 | {
33 | m_RigidBody = GetComponent();
34 | }
35 | return m_RigidBody;
36 | }
37 | }
38 |
39 | ///
40 | /// Gets where the point of interest of this rigidbody is.
41 | /// For a rigidbody focus the point of interest is where the object is moving towards, plus the offset provided.
42 | ///
43 | public override Vector2 GetFocusPoint ()
44 | {
45 | #if GAMEEYE2D_XZ
46 | return base.GetFocusPoint() + new Vector2(body.velocity.x * m_VelocityToOffset.x, body.velocity.z * m_VelocityToOffset.y);
47 | #else
48 | return base.GetFocusPoint() + new Vector2(body.velocity.x * m_VelocityToOffset.x, body.velocity.y * m_VelocityToOffset.y);
49 | #endif
50 | }
51 | }
52 | }
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/GameEye2D/Assets/GameEye2D/Core/Focuses/F_RigidBody2D.cs:
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1 | /* Rigid Body 2D v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 |
9 | namespace GameEye2D.Focus
10 | {
11 | ///
12 | /// When attached to a transform with a rigidbody2D, creates a focus point that is at the position of the transform. If the rigidbody2D has a velocity, the focus point leads ahead of the transform in the direction of the velocity. The conversion from velocity to offset can be set through the inspector.
13 | ///
14 | [AddComponentMenu("GameEye2D/Focus2D/Rigid Body 2D")]
15 | [RequireComponent(typeof(Rigidbody2D))]
16 | public class F_RigidBody2D : F_Transform {
17 |
18 | //The object's rigidbody2D is used to determine the point of interest
19 | Rigidbody2D m_RigidBody2D;
20 |
21 | //How much the camera looks ahead of where the rigidbody is going
22 | [SerializeField] Vector2 m_VelocityToOffset = new Vector2 (0.6f, 0.1f);
23 |
24 |
25 | ///
26 | /// Gets the rigidBody of the focus.
27 | ///
28 | public Rigidbody2D body2D
29 | {
30 | get
31 | { if (m_RigidBody2D == null)
32 | {
33 | m_RigidBody2D = GetComponent();
34 | }
35 | return m_RigidBody2D;
36 | }
37 | }
38 |
39 | ///
40 | /// Gets where the point of interest of this rigidbody is.
41 | /// For a rigidbody2D focus the point of interest is where the object is moving towards, plus the offset provided.
42 | ///
43 | public override Vector2 GetFocusPoint ()
44 | {
45 | return base.GetFocusPoint() + new Vector2(body2D.velocity.x * m_VelocityToOffset.x, body2D.velocity.y * m_VelocityToOffset.y);
46 | }
47 | }
48 | }
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/GameEye2D/Assets/GameEye2D/Core/Focuses/F_Transform.cs:
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1 | /* Transform v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 |
9 | namespace GameEye2D.Focus
10 | {
11 | ///
12 | /// When attached to a transform, creates a focus point that is at the position of the transform. This point can be offset through the inspector.
13 | ///
14 | ///
15 | [AddComponentMenu("GameEye2D/Focus2D/Transform")]
16 | public class F_Transform : Focus2D
17 | {
18 | //An offset added to the position of the focus point.
19 | [SerializeField] Vector2 m_Offset;
20 | public Vector2 offset
21 | {
22 | get { return m_Offset; }
23 | set { m_Offset = value; }
24 | }
25 |
26 | ///
27 | /// Gets where the point of interest of this transform is.
28 | ///
29 | public override Vector2 GetFocusPoint ()
30 | {
31 | //Return this object's point of interest
32 | return position2D + offset;
33 | }
34 | }
35 | }
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/GameEye2D/Assets/GameEye2D/Core/Focuses/Focus2D.cs:
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1 | /* Focus2D v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 |
9 | namespace GameEye2D.Focus
10 | {
11 | ///
12 | /// An abstract class that focuses inherit from, allowing the camera to use inheriting classes as a focus when calculating the action rect.
13 | /// Focus2Ds calculate the point of interest of any gameobject they are attached to.Camera2D uses these points to determine the optimal view.
14 | ///
15 | public abstract class Focus2D : MonoBehaviour
16 | {
17 | ///
18 | /// A public function for the camera to use to find this object's point of interest. When making your own focus's you must implement this function.
19 | ///
20 | public abstract Vector2 GetFocusPoint ();
21 |
22 |
23 | //How much the action rect is influenced by this focus by scaling the focus point's offset from the camera.
24 | [SerializeField] Vector2 m_Influence = Vector2.one;
25 |
26 |
27 | ///
28 | /// Gets or sets the position of the focus object as a vector2.
29 | ///
30 | public virtual Vector2 position2D
31 | {
32 | #if GAMEEYE2D_XZ
33 |
34 | get {return new Vector2 (transform.position.x, transform.position.z);}
35 | set {transform.position = new Vector3(value.x, transform.position.y, value.y); }
36 |
37 | #else
38 |
39 | get { return new Vector2 (transform.position.x, transform.position.y);}
40 | set { transform.position = new Vector3(value.x, value.y, transform.position.z); }
41 |
42 | #endif
43 | }
44 |
45 | ///
46 | /// Gets or sets the local position of the focus object as a vector2.
47 | ///
48 | public virtual Vector2 localPosition2D
49 | {
50 | #if GAMEEYE2D_XZ
51 |
52 | get { return new Vector2 (transform.localPosition.x, transform.localPosition.z);}
53 | set { transform.localPosition = new Vector3(value.x, transform.localPosition.y, value.y); }
54 |
55 | #else
56 |
57 | get { return new Vector2 (transform.localPosition.x, transform.localPosition.y);}
58 | set { transform.localPosition = new Vector3(value.x, value.y, transform.localPosition.z); }
59 |
60 | #endif
61 | }
62 |
63 | ///
64 | /// Gets or sets the influence of this focus on the Camera2D's action rect.
65 | /// This value is used to scale the focus point's offset from the camera.
66 | ///
67 | public virtual Vector2 influence
68 | {
69 | get { return m_Influence; }
70 | set { m_Influence = value; }
71 | }
72 |
73 |
74 | #if UNITY_EDITOR
75 |
76 | //Whether to draw debug data or not
77 | [SerializeField] bool m_DrawDebug = false;
78 |
79 | //The radius of the center sphere when drawing gizmo rectangles (the green and red rects that shows up in the scene when you select the camera)
80 | const float DRAW_ORIGIN_SIZE = 0.6f;
81 |
82 |
83 | //In the scene window draw the focus point
84 | void OnDrawGizmos ()
85 | {
86 | if (m_DrawDebug)
87 | {
88 | Gizmos.color = Color.cyan;
89 | Gizmos.DrawSphere(GetFocusPoint(), DRAW_ORIGIN_SIZE);
90 | }
91 | }
92 |
93 | //When reset and a camera2D has auto add enabled, a focus will add itself to that camera2D's focus list when dragged into the scene.
94 | void Reset ()
95 | {
96 | AddFocusToEveryAutoAddCamera2D();
97 | }
98 |
99 | ///
100 | /// Adds the focus to every camera2D in the scene.
101 | /// Only works in the editor.
102 | ///
103 | [ContextMenu("Add Focus To Every Camera 2D")]
104 | protected void AddFocusToEveryCamera2D()
105 | {
106 | Camera2D[] camera2DArray = Object.FindObjectsOfType();
107 | for (int i = 0; i < camera2DArray.Length; i++)
108 | {
109 | camera2DArray[i].AddFocus(this);
110 | }
111 | }
112 |
113 | ///
114 | /// Adds the focus to every camera2D in the scene with auto add enabled.
115 | /// Only works in the editor.
116 | ///
117 | [ContextMenu("Add Focus To Every Auto Add Camera 2D")]
118 | protected void AddFocusToEveryAutoAddCamera2D()
119 | {
120 | Camera2D[] camera2DArray = FindObjectsOfType();
121 | if (camera2DArray.Length > 0)
122 | {
123 | for (int i = 0; i < camera2DArray.Length; i++)
124 | {
125 | if (camera2DArray[i].autoAddFocus)
126 | {
127 | camera2DArray[i].AddFocus(this);
128 | }
129 | }
130 | }
131 | }
132 |
133 | ///
134 | /// Remove the focus from every camera2D in the scene with auto add enabled.
135 | /// Only works in the editor.
136 | ///
137 | [ContextMenu("Remove Focus From Every Camera 2D")]
138 | protected void RemoveFocusFromEveryCamera2D()
139 | {
140 | Camera2D[] camera2DArray = Object.FindObjectsOfType();
141 | for (int i = 0; i < camera2DArray.Length; i++)
142 | {
143 | camera2DArray[i].RemoveFocus(this);
144 | }
145 | }
146 |
147 | ///
148 | /// Remove the focus from every camera2D in the scene.
149 | /// Only works in the editor.
150 | ///
151 | [ContextMenu("Remove Focus From Every Auto Add Camera 2D")]
152 | protected void RemoveFocusFromEveryAutoAddCamera2D()
153 | {
154 | Camera2D[] camera2DArray = Object.FindObjectsOfType();
155 | for (int i = 0; i < camera2DArray.Length; i++)
156 | {
157 | if (camera2DArray[i].autoAddFocus)
158 | {
159 | camera2DArray[i].RemoveFocus(this);
160 | }
161 | }
162 | }
163 |
164 | ///
165 | /// Sets the camera's local XY position to 0. If you haved defined GAMEEYE2D_XZ this will set XZ to 0 instead.
166 | /// Only works in the editor.
167 | ///
168 | [ContextMenu("Set Origin to (0, 0)")]
169 | protected void SetLocalPositionToZero()
170 | {
171 | localPosition2D = Vector2.zero;
172 | }
173 |
174 | ///
175 | /// Sets the camera's local XY position to 0. If you haved defined GAMEEYE2D_XZ this will set XZ to 0 instead.
176 | /// Only works in the editor.
177 | ///
178 | [ContextMenu("Set Rotation to Identity")]
179 | protected void SetLocalRotationToIdentity()
180 | {
181 | transform.localRotation = Quaternion.identity;
182 | }
183 |
184 | #endif
185 | }
186 | }
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/GameEye2D/Assets/GameEye2D/Core/Focuses/FollowRail.cs:
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1 | /* Follow Rail v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 |
9 | namespace GameEye2D.Focus
10 | {
11 | ///
12 | /// Creates a rail system when attached to an object that follows another focus. The focus point of the rail is the nearest position on the rail to that focus.
13 | ///
14 | [AddComponentMenu("GameEye2D/Focus2D/Follow Rail")]
15 | public class FollowRail : Rail
16 | {
17 | [SerializeField] Focus2D m_FollowedFocus;
18 |
19 | ///
20 | /// Gets or sets the focus the rail is following.
21 | ///
22 | public Focus2D followedFocus
23 | {
24 | get { return m_FollowedFocus; }
25 | set { m_FollowedFocus = value; }
26 | }
27 |
28 |
29 | ///
30 | /// Calculates the focus point along the rail.
31 | ///
32 | public override Vector2 GetFocusPoint()
33 | {
34 | if (m_FollowedFocus != null)
35 | {
36 | return ClampToCurve(m_FollowedFocus.GetFocusPoint());
37 | }
38 | return position2D;
39 | }
40 |
41 | ///
42 | /// Calculates the nearest position along the curve to the given position.
43 | ///
44 | public Vector2 ClampToCurve (Vector2 position)
45 | {
46 | position = transform.InverseTransformPoint(position);
47 |
48 | //Get the nearest point
49 | int index = 0;
50 | float currentDistance = Vector2.Distance(position, m_Points[0]);
51 | float distance = currentDistance;
52 | for (int i = 1; i < length; i++)
53 | {
54 | currentDistance = Vector2.Distance(position, m_Points[i]);
55 | if (currentDistance < distance)
56 | {
57 | distance = currentDistance;
58 | index = i;
59 | }
60 | }
61 |
62 | //Clamp index to nearest curve
63 | if (index != 0)
64 | {
65 | if (index % 3 == 0)
66 | {
67 | if (length < index + 3 || Vector2.Distance(m_Points[index - 3], position) < Vector2.Distance(m_Points[index + 3], position))
68 | {
69 | index -= 3;
70 | }
71 | }
72 | //Set the index to the start of the curve
73 | else
74 | {
75 | index = ((int)Mathf.Floor(index / 3)) * 3;
76 | }
77 | }
78 |
79 | //Calculate interpolation on that curve
80 | Vector2 difference = m_Points[index + 3] - m_Points[index];
81 | Vector2 toPosition = position - m_Points[index];
82 | float curveInterpolation;
83 | if (difference != Vector2.zero)
84 | {
85 | curveInterpolation = Mathf.Clamp01(Mathf.Cos(Vector2.Angle(difference, toPosition) * Mathf.Deg2Rad) * toPosition.magnitude / difference.magnitude);
86 | }
87 | else
88 | {
89 | curveInterpolation = 0.5f;
90 | }
91 |
92 | //Return the point along the curve
93 | return GetPoint (curveInterpolation, index);
94 | }
95 | }
96 | }
97 |
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/GameEye2D/Assets/GameEye2D/Core/Focuses/FollowRail.cs.meta:
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/GameEye2D/Assets/GameEye2D/Core/Focuses/FollowRailX.cs:
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1 | /* Follow Rail X v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 |
9 | namespace GameEye2D.Focus
10 | {
11 | ///
12 | /// Creates a rail system when attached to an object that follows another focus. The focus point of the rail is the nearest position on the rail to the X coordinate of that focus.
13 | ///
14 | [AddComponentMenu("GameEye2D/Focus2D/Follow Rail X")]
15 | public class FollowRailX : FollowRail
16 | {
17 | ///
18 | /// Gets the point along the rail where the focus is.
19 | ///
20 | public override Vector2 GetFocusPoint()
21 | {
22 | if (followedFocus != null)
23 | {
24 | return ClampToCurveX(followedFocus.GetFocusPoint().x);
25 | }
26 | return position2D;
27 | }
28 |
29 | ///
30 | /// Gets the nearest position along the curve to the given x coordinate.
31 | ///
32 | public Vector2 ClampToCurveX(float position)
33 | {
34 | position = transform.InverseTransformPoint(new Vector2(position, 0f)).x;
35 |
36 | //Get the nearest point
37 | int index = 0;
38 | float distance = Mathf.Abs(position - m_Points[index].x);
39 | float closestDistance = distance;
40 | for (int i = 1; i < length; i++)
41 | {
42 | distance = Mathf.Abs(position - m_Points[i].x);
43 | if (distance < closestDistance)
44 | {
45 | closestDistance = distance;
46 | index = i;
47 | }
48 | }
49 |
50 | //Clamp index to nearest curve
51 | if (index != 0)
52 | {
53 | if (index % 3 == 0)
54 | {
55 | if (length < index + 3 || Mathf.Abs(m_Points[index - 3].x - position) < Mathf.Abs(m_Points[index + 3].x - position))
56 | {
57 | index -= 3;
58 | }
59 | }
60 | //Set the index to the start of the curve
61 | else
62 | {
63 | index = ((int)Mathf.Floor(index / 3)) * 3;
64 | }
65 | }
66 |
67 | //Get how far along the curve the the given position is
68 | float startDistance = position - m_Points[index].x;
69 | float endDistance = position - m_Points[index + 3].x;
70 | float totalDistance = Mathf.Abs(m_Points[index + 3].x - m_Points[index].x);
71 | float curveInterpolation;
72 | if (totalDistance != 0f)
73 | {
74 | curveInterpolation = Mathf.Clamp01(0.5f + (startDistance + endDistance) / (totalDistance * 2f));
75 | }
76 | else
77 | {
78 | curveInterpolation = 0.5f;
79 | }
80 |
81 | //Return the point along the curve
82 | return GetPoint(curveInterpolation, index);
83 | }
84 | }
85 | }
86 |
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/GameEye2D/Assets/GameEye2D/Core/Focuses/FollowRailY.cs:
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1 | /* Follow Rail Y v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 |
9 | namespace GameEye2D.Focus
10 | {
11 | ///
12 | /// Creates a rail system when attached to an object that follows another focus. The focus point of the rail is the nearest position on the rail to the Y coordinate of that focus.
13 | ///
14 | [AddComponentMenu("GameEye2D/Focus2D/Follow Rail Y")]
15 | public class FollowRailY : FollowRail
16 | {
17 | ///
18 | /// Gets the point along the rail where the focus is.
19 | ///
20 | public override Vector2 GetFocusPoint()
21 | {
22 | if (followedFocus != null)
23 | {
24 | return ClampToCurveY(followedFocus.GetFocusPoint().y);
25 | }
26 | return position2D;
27 | }
28 |
29 | ///
30 | /// Gets the nearest position along the curve to the given y coordinate.
31 | ///
32 | public Vector2 ClampToCurveY(float position)
33 | {
34 | position = transform.InverseTransformPoint(new Vector2(0f, position)).y;
35 |
36 | //Get the nearest point
37 | int index = 0;
38 | float currentDistance = Mathf.Abs(position - m_Points[0].y);
39 | float distance = currentDistance;
40 | for (int i = 1; i < length; i++)
41 | {
42 | currentDistance = Mathf.Abs(position - m_Points[i].y);
43 | if (currentDistance < distance)
44 | {
45 | distance = currentDistance;
46 | index = i;
47 | }
48 | }
49 |
50 | //Clamp index to nearest curve
51 | if (index != 0)
52 | {
53 | if (index % 3 == 0)
54 | {
55 | if (length < index + 3 || Mathf.Abs(m_Points[index - 3].x - position) < Mathf.Abs(m_Points[index + 3].x - position))
56 | {
57 | index -= 3;
58 | }
59 | }
60 | //Set the index to the start of the curve
61 | else
62 | {
63 | index = ((int)Mathf.Floor(index / 3)) * 3;
64 | }
65 | }
66 |
67 | //Get how far along the curve the the given position is
68 | float startDistance = position - m_Points[index].y;
69 | float endDistance = position - m_Points[index + 3].y;
70 | float totalDistance = Mathf.Abs(m_Points[index + 3].y - m_Points[index].y);
71 | float curveInterpolation;
72 | if (totalDistance != 0f)
73 | {
74 | curveInterpolation = Mathf.Clamp01(0.5f + (startDistance + endDistance) / (totalDistance * 2f));
75 | }
76 | else
77 | {
78 | curveInterpolation = 0.5f;
79 | }
80 |
81 | //Return the point along the curve
82 | return GetPoint(curveInterpolation, index);
83 | }
84 | }
85 | }
86 |
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/GameEye2D/Assets/GameEye2D/Core/Focuses/MouseCursor.cs:
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1 | /* Mouse Cursor v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 |
9 | namespace GameEye2D.Focus
10 | {
11 | ///
12 | /// When attached to a camera, create a focus point that is at the position of the mouse cursor.
13 | ///
14 | [AddComponentMenu("GameEye2D/Focus2D/Mouse Cursor")]
15 | [RequireComponent(typeof(Camera2D))]
16 | public class MouseCursor : Focus2D
17 | {
18 | //The camera the mouse focus is based on.
19 | Camera m_Camera;
20 |
21 | //How far the mouse must be from the center of the screen (0-0.5) to return a value that is not the center of the screen.
22 | //This amount is reduced from camera's offset in view space from the center of the screen
23 | [SerializeField] float m_OffsetThreshold = 0.4f;
24 |
25 | //Half the view size is kept to calculate the reduction of the offset from the center of the screen
26 | Vector3 HALF_SCREEN_SIZE = new Vector3 (0.5f, 0.5f, 0);
27 |
28 | ///
29 | /// The camera the mouse focus is based on.
30 | ///
31 | public Camera gameCamera
32 | {
33 | get
34 | {
35 | if (m_Camera == null)
36 | {
37 | m_Camera = GetComponent();
38 | }
39 | return m_Camera;
40 | }
41 | }
42 |
43 |
44 | ///
45 | /// A public function for the camera to use to find this object's point of interest.
46 | /// For a mouse cursor this is the mouse cursor's position on the screen reduced by the offset threshold from the center of the screen, and then put into world space.
47 | ///
48 | public override Vector2 GetFocusPoint ()
49 | {
50 | //Calculate the offset the cursor is from the camera with the middle of the screen as the origin.
51 | Vector3 input = gameCamera.ScreenToViewportPoint(Input.mousePosition);
52 | Vector3 viewPos = new Vector3(Mathf.Clamp01(input.x), Mathf.Clamp01(input.y), input.z) - HALF_SCREEN_SIZE;
53 | Vector3 offsetFromCamera = Vector3.zero;
54 | if (viewPos.x != 0f)
55 | {
56 | offsetFromCamera.x = Mathf.Max((Mathf.Abs(viewPos.x) - m_OffsetThreshold), 0f) * (viewPos.x / Mathf.Abs(viewPos.x));
57 | }
58 | if (viewPos.y != 0f)
59 | {
60 | offsetFromCamera.y = Mathf.Max((Mathf.Abs(viewPos.y) - m_OffsetThreshold), 0f) * (viewPos.y / Mathf.Abs(viewPos.y));
61 | }
62 |
63 | //Calculate the point of interest in world space coordinates
64 | Vector3 worldPos = gameCamera.ViewportToWorldPoint(offsetFromCamera + HALF_SCREEN_SIZE);
65 |
66 | #if GAMEEYE2D_XZ
67 |
68 | return new Vector2(worldPos.x, worldPos.z);
69 |
70 | #else
71 |
72 | return new Vector2(worldPos.x, worldPos.y);
73 |
74 | #endif
75 | }
76 |
77 |
78 | #if UNITY_EDITOR
79 |
80 | //Offset threshold must be a value between 0 and 0.5
81 | const float MAX_THRESHOLD = 0.5f;
82 | void OnValidate ()
83 | {
84 | m_OffsetThreshold = Mathf.Clamp(m_OffsetThreshold, 0f, MAX_THRESHOLD);
85 | }
86 |
87 | #endif
88 | }
89 | }
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/GameEye2D/Assets/GameEye2D/Core/Focuses/Rail.cs:
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1 | /* Rail v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 | using System.Collections;
9 | using System;
10 |
11 | namespace GameEye2D.Focus
12 | {
13 | ///
14 | /// Creates a rail system when attached to an object. The class is abstract, and can be inherited from to create rail-based focus’s.
15 | ///
16 | public abstract class Rail : Focus2D
17 | {
18 | //The points that make the rail.
19 | [SerializeField] protected Vector2[] m_Points = new Vector2[] { new Vector2(-15f, 0f), new Vector2(-5f, 0f), new Vector2(5f, 0f), new Vector2(15f, 0f) };
20 |
21 |
22 | ///
23 | /// The points that are used to calculate the rail’s bezier curve.
24 | /// Be careful with setting this value, as if the number of points is not 4, 7, 11, 14, etc... it is possible to make incomplete curves which can cause errors calculating the focus point.
25 | ///
26 | public Vector2[] points
27 | {
28 | get { return m_Points; }
29 | set { m_Points = value; }
30 | }
31 |
32 | ///
33 | /// Returns the number of curves in the rail.
34 | ///
35 | public int curveCount
36 | {
37 | get { return (m_Points.Length - 1) / 3; }
38 | }
39 |
40 | ///
41 | /// Returns the number of points in the rail.
42 | ///
43 | public int length
44 | {
45 | get { return m_Points.Length; }
46 | }
47 |
48 | ///
49 | /// Gets a point along a curve in the rail.
50 | ///
51 | public Vector2 GetPoint (float interpolation, int curve)
52 | {
53 | float oneMinusInterpolation = 1f - interpolation;
54 | return transform.TransformPoint ( oneMinusInterpolation * oneMinusInterpolation * oneMinusInterpolation * m_Points[curve] +
55 | 3f * oneMinusInterpolation * oneMinusInterpolation * interpolation * m_Points[curve + 1] +
56 | 3f * oneMinusInterpolation * interpolation * interpolation * m_Points[curve + 2] +
57 | interpolation * interpolation * interpolation * m_Points[curve + 3]);
58 | }
59 |
60 |
61 | #if UNITY_EDITOR
62 |
63 | ///
64 | /// If there are not 4, 7, 10, etc... points on the rail this function will add enough points to complete a curve.
65 | /// Only works in the editor.
66 | ///
67 | protected void ValidatePoints ()
68 | {
69 | if (m_Points.Length == 0)
70 | {
71 | m_Points = new Vector2[] { new Vector2(-15f, 0f), new Vector2(-5f, 0f), new Vector2(5f, 0f), new Vector2(15f, 0f) };
72 | }
73 | else
74 | {
75 | int pointsToAdd;
76 | if (m_Points.Length > 4)
77 | {
78 | pointsToAdd = 2 - (m_Points.Length + 1) % 3;
79 | }
80 | else
81 | {
82 | pointsToAdd = 4 - m_Points.Length;
83 | }
84 |
85 | if (pointsToAdd != 0)
86 | {
87 | int index = m_Points.Length - 1;
88 | Vector2 point = m_Points[index];
89 | Array.Resize(ref m_Points, m_Points.Length + pointsToAdd);
90 | for (int i = index; i < m_Points.Length; i++)
91 | {
92 | point.x += 10f;
93 | m_Points[i] = point;
94 | }
95 | }
96 | }
97 | }
98 | void OnValidate()
99 | {
100 | ValidatePoints();
101 | }
102 |
103 | #endif
104 | }
105 | }
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/GameEye2D/Assets/GameEye2D/Core/Focuses/SimpleMoving.cs:
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1 | /* Simple Moving v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 |
9 | namespace GameEye2D.Focus
10 | {
11 | ///
12 | /// When attached to a transform, creates a focus point that is at the position of the transform. If the transform moves, the focus point leads ahead of it. The conversion from velocity to offset can be set through the inspector.
13 | ///
14 | [AddComponentMenu("GameEye2D/Focus2D/SimpleMoving")]
15 | public class SimpleMoving : F_Transform {
16 |
17 | //How much the camera looks ahead of where the transform is going
18 | [SerializeField] Vector2 m_VelocityToOffset = new Vector2 (0.6f, 0.1f);
19 |
20 | //Position and offset of the focus last frame
21 | Vector2 m_LastPosition2D = Vector2.zero;
22 | Vector2 m_Velocity = Vector2.zero;
23 |
24 | //Initialize the last position the transform was at.
25 | void Start ()
26 | {
27 | m_LastPosition2D = position2D;
28 | }
29 |
30 | //Calculate the velocity of the transform
31 | void Update ()
32 | {
33 | m_Velocity = (position2D - m_LastPosition2D) / Time.deltaTime;
34 | m_LastPosition2D = position2D;
35 | }
36 |
37 | ///
38 | /// Calculates a position that is ahead of the focus’s transform, in the direction the transform it moving.
39 | ///
40 | public override Vector2 GetFocusPoint ()
41 | {
42 | return base.GetFocusPoint() + new Vector2(m_Velocity.x * m_VelocityToOffset.x, m_Velocity.y * m_VelocityToOffset.y);
43 | }
44 | }
45 | }
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/GameEye2D/Assets/GameEye2D/Core/Focuses/TimedRail.cs:
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1 | /* Timed Rail v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 |
9 | namespace GameEye2D.Focus
10 | {
11 | ///
12 | /// Creates a rail system when attached to an object.
13 | /// The focus point of the rail starts at the front and moves along the rail until it reaches the end.
14 | /// If looping is enabled through the inspector then the rail will start over once it reaches the end.
15 | /// Can be paused by disabling it.
16 | ///
17 | [AddComponentMenu("GameEye2D/Focus2D/Timed Rail")]
18 | [ExecuteInEditMode]
19 | public class TimedRail : Rail
20 | {
21 | //How long it will take to move along the rail
22 | [SerializeField] float m_TimeToFinish = 10f;
23 |
24 | //Where the focus is along the rail
25 | [SerializeField] float m_StartInterpolation = 0f;
26 |
27 | //If the rail should start at the beginning when it completes
28 | [SerializeField] bool m_Loop;
29 |
30 |
31 | ///
32 | /// How far the focus is along the rail. Clamped between 0 and 1.
33 | /// If you want to reset the rail to the beginning. You can set this value to 0.
34 | ///
35 | public float interpolation
36 | {
37 | get { return m_StartInterpolation; }
38 | set { m_StartInterpolation = Mathf.Clamp01(value); }
39 | }
40 |
41 | ///
42 | /// How long it takes for the rail to move from one end to the other.
43 | ///
44 | public float timeToFinish
45 | {
46 | get { return m_TimeToFinish; }
47 | set { m_TimeToFinish = Mathf.Max(m_TimeToFinish, 0.0001f); }
48 | }
49 |
50 |
51 | //Each frame
52 | void Update()
53 | {
54 | #if UNITY_EDITOR
55 |
56 | //While auto scale time is enabled in the editor, when the rail grows so does it time it takes to reach the end.
57 | if (!Application.isPlaying)
58 | {
59 | if (m_AutoScaleTime)
60 | {
61 | float change = ((float)length) / ((float)m_LastNumberOfPoints);
62 | if (change != 1f)
63 | {
64 | m_TimeToFinish *= change;
65 | }
66 | if (m_LastNumberOfPoints != length)
67 | {
68 | m_LastNumberOfPoints = length;
69 | }
70 | }
71 | }
72 | else
73 | {
74 |
75 | #endif
76 | //Move further along the rail.
77 | if (interpolation < 1f)
78 | {
79 | interpolation += Time.deltaTime / m_TimeToFinish;
80 |
81 | //If enabled, loop the rail back to the beginning
82 | if (m_Loop && interpolation == 1f)
83 | {
84 | interpolation = 0f;
85 | }
86 | }
87 | #if UNITY_EDITOR
88 | }
89 | #endif
90 | }
91 |
92 | ///
93 | /// Gets the point along the rail where the focus is.
94 | ///
95 | public override Vector2 GetFocusPoint()
96 | {
97 | //Determine which curve the focus point is on
98 | int currentCurve;
99 | float curveInterpolation = interpolation;
100 | if (curveInterpolation == 1f)
101 | {
102 | currentCurve = length - 4;
103 | }
104 | else
105 | {
106 | curveInterpolation *= curveCount;
107 | currentCurve = (int)Mathf.Floor(curveInterpolation);
108 | curveInterpolation -= currentCurve;
109 | currentCurve *= 3;
110 | }
111 |
112 | return GetPoint(curveInterpolation, currentCurve);
113 | }
114 |
115 | #if UNITY_EDITOR
116 |
117 | //If the rail getting addition points scales the rail timer to match
118 | [SerializeField] bool m_AutoScaleTime = true;
119 | int m_LastNumberOfPoints = 4;
120 |
121 |
122 | //Make sure there are always 4, 7, 10, etc points on the rail to avoid errors
123 | void OnValidate()
124 | {
125 | ValidatePoints();
126 | m_StartInterpolation = Mathf.Clamp01(m_StartInterpolation);
127 | m_TimeToFinish = Mathf.Max(m_TimeToFinish, 0.0001f);
128 | }
129 |
130 | #endif
131 | }
132 | }
133 |
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/GameEye2D/Assets/GameEye2D/Core/Focuses/TimedTrigger.cs:
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1 | /* Timed Trigger v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 | using System.Collections;
9 |
10 | namespace GameEye2D.Focus
11 | {
12 | ///
13 | /// When attached to a transform with a trigger collider or collider2D, creates a focus that adds itself to the focus list of camera2Ds when an object with a certain tag enters the collider after a delay. There is an option for the camera2Ds to remove the focus when the trigger collider is exited.
14 | ///
15 | [AddComponentMenu("GameEye2D/Focus2D/Timed Trigger")]
16 | public class TimedTrigger : Trigger
17 | {
18 | //How long it takes for the trigger to activate
19 | [SerializeField] float m_TimeToActivate = 0f;
20 | float m_ActivationTimer = -1f;
21 |
22 |
23 | //The timer to activate
24 | void Update ()
25 | {
26 | //Check if the timer has expired
27 | if (m_ActivationTimer > 0f)
28 | {
29 | m_ActivationTimer -= Time.deltaTime;
30 | if (m_ActivationTimer <= 0f)
31 | {
32 | //If the trigger does not have enough objects inside, remove the focus from the camera2D
33 | if (m_TriggerExitsToBeRemoved < m_MinimumInsideTrigger)
34 | {
35 | for (int i = 0; i < m_Camera2Ds.Length; i++)
36 | {
37 | if (m_Camera2Ds[i] != null)
38 | {
39 | m_Camera2Ds[i].RemoveFocus(this);
40 | }
41 | }
42 | }
43 | //If the trigger has enough objects inside, add the focus to the camera2D
44 | else
45 | {
46 | for (int i = 0; i < m_Camera2Ds.Length; i++)
47 | {
48 | if (m_Camera2Ds[i] != null)
49 | {
50 | m_Camera2Ds[i].AddFocus(this);
51 | }
52 | }
53 | }
54 | }
55 | }
56 | }
57 |
58 | ///
59 | /// Adds the focus to each of the camera2d's provided through the inspector after a delay.
60 | ///
61 | public override void Activate ()
62 | {
63 | if (!m_Triggered)
64 | {
65 | m_Triggered = true;
66 | if (m_TimeToActivate == 0f)
67 | {
68 | for (int i = 0; i < m_Camera2Ds.Length; i++)
69 | {
70 | if (m_Camera2Ds[i] != null)
71 | {
72 | m_Camera2Ds[i].AddFocus(this);
73 | }
74 | }
75 | }
76 | else if (m_ActivationTimer > 0f)
77 | {
78 | m_ActivationTimer = -1f;
79 | }
80 | else
81 | {
82 | m_ActivationTimer = m_TimeToActivate;
83 | }
84 | }
85 | }
86 |
87 | ///
88 | /// Removes the focus from the camera2d's it is added to after a delay.
89 | ///
90 | public override void Undo ()
91 | {
92 | if (m_Triggered)
93 | {
94 | m_Triggered = false;
95 | m_TriggerExitsToBeRemoved = m_MinimumInsideTrigger - 1;
96 | if (m_TimeToActivate == 0f)
97 | {
98 | for (int i = 0; i < m_Camera2Ds.Length; i++)
99 | {
100 | if (m_Camera2Ds[i] != null)
101 | {
102 | m_Camera2Ds[i].RemoveFocus(this);
103 | }
104 | }
105 | }
106 | else if (m_ActivationTimer > 0f)
107 | {
108 | m_ActivationTimer = -1f;
109 | }
110 | else
111 | {
112 | m_ActivationTimer = m_TimeToActivate;
113 | }
114 | }
115 | }
116 | }
117 | }
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/GameEye2D/Assets/GameEye2D/Core/Focuses/TimedTrigger.cs.meta:
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/GameEye2D/Assets/GameEye2D/Core/Focuses/Trigger.cs:
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1 | /* Trigger v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 | using System.Collections;
9 |
10 | namespace GameEye2D.Focus
11 | {
12 | ///
13 | /// When attached to a transform with a trigger collider or collider2D, creates a focus that adds itself to the focus list of camera2Ds when an object with a certain tag enters the collider. There is an option for the camera2Ds to remove the focus when the trigger collider is exited.
14 | ///
15 | [AddComponentMenu("GameEye2D/Focus2D/Trigger")]
16 | public class Trigger : F_Transform
17 | {
18 | //The camera2D's that will add and remove the focus from a focus list.
19 | [SerializeField] protected Camera2D[] m_Camera2Ds;
20 |
21 | //The tag of an object that will cause this focus point to be added to the camera
22 | [SerializeField] string m_TagThatTriggers = "Player";
23 |
24 | //The amount of objects with that tag that must be inside the trigger to add it to the focus list
25 | [SerializeField] protected int m_MinimumInsideTrigger = 1;
26 |
27 | //Causes the focus to be removed when the trigger is exited
28 | [SerializeField] bool m_RemoveOnExit = false;
29 |
30 | //Storing if the focus has been triggered
31 | protected int m_TriggerExitsToBeRemoved = 0;
32 | protected bool m_Triggered = false;
33 |
34 |
35 | ///
36 | /// The camera2D's that will add and remove the focus from a focus list.
37 | ///
38 | public Camera2D[] camera2Ds
39 | {
40 | get { return m_Camera2Ds; }
41 | set { m_Camera2Ds = value; }
42 | }
43 |
44 |
45 | //When a collider is entered by the trigger object, this position is added to each camera2d's focus list.
46 | void OnTriggerEnter2D (Collider2D collider2D)
47 | {
48 | if (collider2D.tag == m_TagThatTriggers && m_Camera2Ds != null && m_Camera2Ds.Length != 0)
49 | {
50 | m_TriggerExitsToBeRemoved++;
51 | if (m_TriggerExitsToBeRemoved == m_MinimumInsideTrigger)
52 | {
53 | Activate();
54 | }
55 | }
56 | }
57 | void OnTriggerEnter(Collider collider)
58 | {
59 | if (collider.tag == m_TagThatTriggers && m_Camera2Ds != null && m_Camera2Ds.Length != 0)
60 | {
61 | m_TriggerExitsToBeRemoved++;
62 | if (m_TriggerExitsToBeRemoved == m_MinimumInsideTrigger)
63 | {
64 | Activate();
65 | }
66 | }
67 | }
68 |
69 | //When collider is exited by the trigger object and few other objects with that tag are inside, this position is removed from each camera2d's focus list.
70 | void OnTriggerExit2D (Collider2D collider2D)
71 | {
72 | if (m_RemoveOnExit && collider2D.tag == m_TagThatTriggers)
73 | {
74 | m_TriggerExitsToBeRemoved = Mathf.Max(m_TriggerExitsToBeRemoved--, 0);
75 | if (m_TriggerExitsToBeRemoved < m_MinimumInsideTrigger)
76 | {
77 | Undo();
78 | }
79 | }
80 | }
81 | void OnTriggerExit (Collider collider)
82 | {
83 | if (m_RemoveOnExit && collider.tag == m_TagThatTriggers)
84 | {
85 | m_TriggerExitsToBeRemoved = Mathf.Max(m_TriggerExitsToBeRemoved--, 0);
86 | if (m_TriggerExitsToBeRemoved < m_MinimumInsideTrigger)
87 | {
88 | Undo();
89 | }
90 | }
91 | }
92 |
93 | ///
94 | /// Adds the focus to each of the camera2d's provided through the inspector.
95 | ///
96 | public virtual void Activate ()
97 | {
98 | if (!m_Triggered)
99 | {
100 | m_Triggered = true;
101 | for (int i = 0; i < m_Camera2Ds.Length; i++)
102 | {
103 | if (m_Camera2Ds[i] != null)
104 | {
105 | m_Camera2Ds[i].AddFocus(this);
106 | }
107 | }
108 | }
109 | }
110 |
111 | ///
112 | /// Removes the focus from the camera2d's it is added to when triggered.
113 | ///
114 | public virtual void Undo ()
115 | {
116 | if (m_Triggered)
117 | {
118 | m_Triggered = false;
119 | m_TriggerExitsToBeRemoved = m_MinimumInsideTrigger - 1;
120 | for (int i = 0; i < m_Camera2Ds.Length; i++)
121 | {
122 | if (m_Camera2Ds[i] != null)
123 | {
124 | m_Camera2Ds[i].RemoveFocus(this);
125 | }
126 | }
127 | }
128 | }
129 |
130 |
131 | #if UNITY_EDITOR
132 |
133 | //When a value is changed in the editor, make sure that the minimum inside the trigger is greater than 1.
134 | void OnValidate ()
135 | {
136 | m_MinimumInsideTrigger = Mathf.Max(m_MinimumInsideTrigger, 1);
137 | }
138 |
139 | #endif
140 | }
141 | }
142 |
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/GameEye2D/Assets/GameEye2D/Core/Focuses/WorldCursor.cs:
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1 | /* World Cursor v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 | using GameEye2D.Focus;
9 |
10 | namespace GameEye2D.Focus
11 | {
12 | ///
13 | /// When added to a transform, creatures a focus that moves that transform based on the movement of two input axis (by default mouse X and Y). The axis that moves the transform can be set through the inspector.
14 | ///
15 | [AddComponentMenu("GameEye2D/Focus2D/World Cursor")]
16 | public class WorldCursor : F_Transform
17 | {
18 | //The camera the mouse focus is based on.
19 | [SerializeField] Camera m_Camera;
20 |
21 | //How much the cursor moves based on the input
22 | [SerializeField] float m_Sensitivity = 1f;
23 |
24 | //The input that moves the cursor
25 | [SerializeField] string m_X_Input = "Mouse X";
26 | [SerializeField] string m_Y_Input = "Mouse Y";
27 |
28 |
29 | ///
30 | /// Gets or sets the camera the mouse focus is based on.
31 | ///
32 | public Camera gameCamera
33 | {
34 | get
35 | {
36 | if (m_Camera == null)
37 | {
38 | gameCamera = Camera.main;
39 | if (m_Camera == null)
40 | {
41 | enabled = false;
42 | }
43 | }
44 | return m_Camera;
45 | }
46 | set { m_Camera = value; }
47 | }
48 |
49 | ///
50 | /// How much the transform of the focus moves to follow the input.
51 | ///
52 | public float sensitivity
53 | {
54 | get { return m_Sensitivity; }
55 | set { m_Sensitivity = value; }
56 | }
57 |
58 | ///
59 | /// The input from the two axis.
60 | ///
61 | protected Vector2 input
62 | {
63 | get { return new Vector2(Input.GetAxis(m_X_Input), Input.GetAxis(m_Y_Input)) * sensitivity; }
64 | }
65 |
66 |
67 | //Hide the real cursor and set this cursors starting position
68 | void Start ()
69 | {
70 | Cursor.visible = false;
71 |
72 | if (gameCamera != null)
73 | {
74 | Vector3 worldPos = gameCamera.ScreenToWorldPoint(Input.mousePosition);
75 |
76 | #if GAMEEYE2D_XZ
77 | position2D = new Vector2(worldPos.x, worldPos.z);
78 | #else
79 | position2D = new Vector2(worldPos.x, worldPos.y);
80 | #endif
81 | }
82 | }
83 |
84 |
85 | //Move the transform based on the input axis
86 | void Update ()
87 | {
88 | position2D += input;
89 | }
90 | }
91 | }
92 |
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/GameEye2D/Assets/GameEye2D/Core/Focuses/WorldCursorLimited.cs:
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1 | /* World Cursor Limited v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 |
9 | namespace GameEye2D.Focus
10 | {
11 | ///
12 | /// When added to a transform, creatures a focus that moves that transform based on the movement of two input axis (by default mouse X and Y) and leashes it to not be farther away from the transform’s parent than the leash distance. The axis that moves the transform can be set through the inspector.
13 | ///
14 | [AddComponentMenu("GameEye2D/Focus2D/World Cursor Limited")]
15 | public class WorldCursorLimited : WorldCursor
16 | {
17 | //How far the cursor can be from this transform's parent
18 | [SerializeField] float m_LeashDistance = 10f;
19 |
20 |
21 | //Move the transform based on the input axis
22 | void Update ()
23 | {
24 | position2D += input;
25 | localPosition2D = localPosition2D.normalized * Mathf.Min(localPosition2D.magnitude, m_LeashDistance);
26 | }
27 | }
28 | }
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/GameEye2D/Assets/GameEye2D/Core/Tools/ClampToScreen.cs:
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1 | /* ClampToScreen v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 |
9 | ///
10 | /// When attached to a transform with a renderer, the transform’s position will become clamped to remain within an orthographic camera view.
11 | /// For the smoothest movement I suggest setting this script's execution order to after all camera movement has completed.
12 | ///
13 | [AddComponentMenu("GameEye2D/Tools/Clamp To Screen")]
14 | [RequireComponent(typeof(Renderer))]
15 | public class ClampToScreen : MonoBehaviour {
16 |
17 | //The camera that the object will be clamped within the view of
18 | [SerializeField] Camera m_Camera;
19 |
20 | //The renderer of the object to keep on screen
21 | Renderer m_Renderer;
22 |
23 | //What axis to clamp
24 | enum Axis
25 | {
26 | XY = 0,
27 | X,
28 | Y
29 | }
30 | [SerializeField] Axis m_AxisToClamp = Axis.XY;
31 |
32 |
33 | ///
34 | /// Gets or sets the camera that the mesh will be clamped to the view of
35 | ///
36 | public Camera gameCamera
37 | {
38 | get { return m_Camera; }
39 | set { m_Camera = value; }
40 | }
41 |
42 |
43 | //Initialize by getting the object's renderer
44 | void Start ()
45 | {
46 | m_Renderer = GetComponent();
47 | }
48 |
49 | //If there is no screen, do nothing
50 | void OnEnable ()
51 | {
52 | if (gameCamera == null)
53 | {
54 | enabled = false;
55 | #if UNITY_EDITOR
56 | Debug.LogError(CAMERA_IS_NULL);
57 | #endif
58 | }
59 | }
60 |
61 | //After the objects have all moved, clamp the object to the screen
62 | void LateUpdate()
63 | {
64 | switch (m_AxisToClamp)
65 | {
66 | case Axis.X:
67 | transform.position = new Vector3 (Camera2D.ClampToCameraView(gameCamera, m_Renderer.bounds).x, transform.position.y, transform.position.z);
68 | break;
69 | case Axis.Y:
70 | #if GAMEEYE2D_XZ
71 | transform.position = new Vector3 (transform.position.x, transform.position.y, Camera2D.ClampToCameraView(gameCamera, m_Renderer.bounds).z);
72 | #else
73 | transform.position = new Vector3 (transform.position.x, Camera2D.ClampToCameraView(gameCamera, m_Renderer.bounds).y, transform.position.z);
74 | #endif
75 | break;
76 |
77 | //In any other state (including XY or an error), clamp both X and Y axis.
78 | default:
79 | transform.position = Camera2D.ClampToCameraView(gameCamera, m_Renderer.bounds);
80 | break;
81 | }
82 | }
83 |
84 |
85 | #if UNITY_EDITOR
86 |
87 | //Error messages
88 | const string CAMERA_IS_NULL = "Camera is null.";
89 |
90 | //When first put into the editor or the reset button is hit, the tool sets the camera to the main camera.
91 | void Reset ()
92 | {
93 | Camera mainCamera = Camera.main;
94 | if (mainCamera != null)
95 | {
96 | gameCamera = mainCamera;
97 | }
98 | }
99 |
100 | #endif
101 | }
102 |
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/GameEye2D/Assets/GameEye2D/Core/Tools/Parallax.cs:
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1 | /* Parallax v1.0
2 | *
3 | * Created by Jason Hein
4 | *
5 | *
6 | * Moves an object based on the main camera's movements.
7 | *
8 | * Due to moving the object in the scene this will not work for split screen games, instead use shaders to reproduce a parallax effect differently on each camera.
9 | */
10 |
11 |
12 | using UnityEngine;
13 |
14 | ///
15 | /// When attached to a transform, the transform’s position will move to follow the camera. How much influence the camera’s movement has on the transform can be changed to give the parallax effect.
16 | ///
17 | [AddComponentMenu("GameEye2D/Tools/Parallax")]
18 | public class Parallax : MonoBehaviour {
19 |
20 | //The camera transform that this object's position is based on
21 | [SerializeField] Transform m_CameraTransform;
22 |
23 | //How much the transform will be moved by the movement of the camera.
24 | [SerializeField] Vector2 m_Influence = new Vector2(0.25f, 0.25f);
25 |
26 | //Store the original position to reset to and the last position of the camera
27 | Vector3 m_OriginalPosition;
28 | Vector3 m_OriginalCameraPosition;
29 |
30 | //How fast the object moves to match the camera
31 | const float LERP_SPEED_PRE_DELTA = 20f;
32 |
33 |
34 | ///
35 | /// Gets or sets the camera transform that the transform's position is based off of.
36 | ///
37 | public Transform cameraTransform
38 | {
39 | get {
40 | if (m_CameraTransform == null)
41 | {
42 | Camera cam = Camera.main;
43 | if (cam != null)
44 | {
45 | cameraTransform = cam.transform;
46 | }
47 | else
48 | {
49 | enabled = false;
50 | Destroy(this);
51 | #if UNITY_EDITOR
52 | Debug.LogError(NO_CAMERA);
53 | #endif
54 | }
55 | }
56 | return m_CameraTransform;
57 | }
58 | set {
59 | m_CameraTransform = value;
60 | m_OriginalCameraPosition = value.position;
61 | m_OriginalPosition = transform.position;
62 | }
63 | }
64 |
65 | ///
66 | /// Gets or sets the influence of this focus on the Camera2D's action bounds.
67 | ///
68 | /// The influence.
69 | public virtual Vector2 influence
70 | {
71 | get { return m_Influence;}
72 | set { m_Influence = value; }
73 | }
74 |
75 | ///
76 | /// Gets the parallax position.
77 | ///
78 | public Vector3 parallaxPosition
79 | {
80 | get
81 | {
82 | #if GAMEEYE2D_XZ
83 | return m_OriginalPosition + Vector3.Scale((cameraTransform.position - m_OriginalCameraPosition), new Vector3(influence.x, 0f, influence.y));
84 | #else
85 | return m_OriginalPosition + Vector3.Scale((cameraTransform.position - m_OriginalCameraPosition), new Vector3(influence.x, influence.y, 0f));
86 | #endif
87 | }
88 | }
89 |
90 | void Awake ()
91 | {
92 | if (cameraTransform != null)
93 | {
94 | m_OriginalPosition = transform.position;
95 | m_OriginalCameraPosition = cameraTransform.position;
96 | }
97 | }
98 |
99 | //When this component enabled set its position to where the object would be based on the camera
100 | void OnEnable()
101 | {
102 | if (cameraTransform != null)
103 | {
104 | transform.position = parallaxPosition;
105 | }
106 | else
107 | {
108 | enabled = false;
109 | }
110 | }
111 |
112 | //The parallax layer only updates if it is visible
113 | void OnBecameVisible()
114 | {
115 | enabled = true;
116 | }
117 | void OnBecameInvisible()
118 | {
119 | enabled = false;
120 | }
121 |
122 | //On each frame if the camera has moved, move the camera according to how influenced it is by the camera's position.
123 | void Update ()
124 | {
125 | transform.position = Vector3.Lerp( transform.position,
126 | parallaxPosition,
127 | Mathf.Min(LERP_SPEED_PRE_DELTA * Time.deltaTime, 1f));
128 | }
129 |
130 |
131 | #if UNITY_EDITOR
132 |
133 | //Whether to draw debug data or not
134 | [SerializeField] bool m_DrawDebug = false;
135 |
136 | //Error messages
137 | const string NO_CAMERA = "Parralaxing error. No camera in the scene.";
138 |
139 | //In the scene window draw the line between the original position and the current position
140 | void OnDrawGizmos ()
141 | {
142 | if (m_DrawDebug && Application.isPlaying)
143 | {
144 | Gizmos.color = Color.grey;
145 | Gizmos.DrawLine(m_OriginalPosition, transform.position);
146 | }
147 | }
148 |
149 | ///
150 | /// When first put into the editor or the reset button is hit, the tool sets the camera to the main camera.
151 | /// Only works in the editor.
152 | ///
153 | public void Reset ()
154 | {
155 | Camera mainCamera = Camera.main;
156 | if (mainCamera != null)
157 | {
158 | cameraTransform = mainCamera.transform;
159 | }
160 | }
161 |
162 | #endif
163 | }
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/GameEye2D/Assets/GameEye2D/Core/Tools/TriggerCameras.cs:
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1 | /* Trigger Cameras v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 | using System.Collections;
9 |
10 | ///
11 | /// When attached to a transform with a trigger collider, when that collider is entered certain camera’s will be enabled, and others disabled. You can choose which cameras are enabled or disabled.
12 | ///
13 | [AddComponentMenu("GameEye2D/Tools/Trigger Cameras")]
14 | public class TriggerCameras : MonoBehaviour {
15 |
16 | //The camera2D that will have its focus list changed
17 | [SerializeField] Camera[] m_EnabledCameras;
18 | [SerializeField] Camera[] m_DisabledCameras;
19 |
20 | //The tag of an object that will cause the focus list to be changed when it enters a trigger collider on this object
21 | [SerializeField] string m_TagThatTriggers = "Player";
22 |
23 | //If the camera's change back when the collider is exited
24 | [SerializeField] bool m_UndoOnExit = false;
25 |
26 |
27 | //When entered by the right object, the camera's change
28 | void OnTriggerEnter2D(Collider2D collider2D)
29 | {
30 | if (collider2D.tag == m_TagThatTriggers)
31 | {
32 | Activate();
33 | }
34 | }
35 | void OnTriggerEnter(Collider collider)
36 | {
37 | if (collider.tag == m_TagThatTriggers)
38 | {
39 | Activate();
40 | }
41 | }
42 |
43 | //When exited by the right object, the camera's change
44 | void OnTriggerExit2D(Collider2D collider2D)
45 | {
46 | if (m_UndoOnExit && collider2D.tag == m_TagThatTriggers)
47 | {
48 | Undo();
49 | }
50 | }
51 | void OnTriggerExit(Collider collider)
52 | {
53 | if (m_UndoOnExit && collider.tag == m_TagThatTriggers)
54 | {
55 | Undo();
56 | }
57 | }
58 |
59 | ///
60 | /// Causes the changes of cameras.
61 | ///
62 | public void Activate()
63 | {
64 | //Disable camera's
65 | if (m_DisabledCameras != null)
66 | {
67 | for (int i = 0; i < m_DisabledCameras.Length; i++)
68 | {
69 | if (m_DisabledCameras[i] != null)
70 | {
71 | m_DisabledCameras[i].enabled = false;
72 | }
73 | }
74 | }
75 |
76 | //Enabled camera's
77 | if (m_EnabledCameras != null)
78 | {
79 | for (int i = 0; i < m_EnabledCameras.Length; i++)
80 | {
81 | if (m_EnabledCameras[i] != null)
82 | {
83 | m_EnabledCameras[i].enabled = true;
84 | }
85 | }
86 | }
87 | }
88 |
89 | ///
90 | /// Undoes the change of cameras.
91 | ///
92 | public void Undo()
93 | {
94 | //Enabled camera's are disabled
95 | if (m_EnabledCameras != null)
96 | {
97 | for (int i = 0; i < m_EnabledCameras.Length; i++)
98 | {
99 | if (m_EnabledCameras[i] != null)
100 | {
101 | m_EnabledCameras[i].enabled = false;
102 | }
103 | }
104 | }
105 |
106 | //Disable camera's are enabled
107 | if (m_DisabledCameras != null)
108 | {
109 | for (int i = 0; i < m_DisabledCameras.Length; i++)
110 | {
111 | if (m_DisabledCameras[i] != null)
112 | {
113 | m_DisabledCameras[i].enabled = true;
114 | }
115 | }
116 | }
117 | }
118 | }
119 |
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1 | /* Trigger Focus List v1.0
2 | *
3 | * Created by Jason Hein
4 | *
5 | */
6 |
7 |
8 | using UnityEngine;
9 | using System.Collections;
10 | using GameEye2D.Focus;
11 |
12 | ///
13 | /// When attached to a transform with a trigger collider, when that collider is entered the focus list of a Camera2D is changed to a new list.
14 | ///
15 | [AddComponentMenu("GameEye2D/Tools/Trigger Focus List")]
16 | public class TriggerFocusList : MonoBehaviour {
17 |
18 | //The camera2D that will have its focus list changed
19 | [SerializeField] Camera2D m_Camera2D;
20 |
21 | //The new focus list
22 | [SerializeField] Focus2D[] m_NewFocusList;
23 |
24 | //The tag of an object that will cause the focus list to be changed when it enters a trigger collider on this object
25 | [SerializeField] string m_TagThatTriggers = "Player";
26 |
27 |
28 | //When entered by the right object, the list changes
29 | void OnTriggerEnter2D(Collider2D collider2D)
30 | {
31 | if (collider2D.tag == m_TagThatTriggers)
32 | {
33 | Activate();
34 | }
35 | }
36 | void OnTriggerEnter(Collider collider)
37 | {
38 | if (collider.tag == m_TagThatTriggers)
39 | {
40 | Activate();
41 | }
42 | }
43 |
44 | ///
45 | /// Causes the change of the focus list to the given focus2D array.
46 | ///
47 | public void Activate()
48 | {
49 | //Check if the camera2D exists.
50 | if (m_Camera2D == null)
51 | {
52 | #if UNITY_EDITOR
53 | Debug.LogError(CAMERA_IS_NULL);
54 | #endif
55 | return;
56 | }
57 |
58 | m_Camera2D.ClearFocusList();
59 | m_Camera2D.AddFocus(m_NewFocusList);
60 | }
61 |
62 |
63 | #if UNITY_EDITOR
64 |
65 | //Error messages
66 | const string CAMERA_IS_NULL = "Trigger Change Focus List Error: Camera2D is null.";
67 |
68 | ///
69 | /// When first put into the editor or the reset button is hit, the tool sets the camera to the main camera.
70 | /// Only works in the editor.
71 | ///
72 | public void Reset ()
73 | {
74 | Camera mainCamera = Camera.main;
75 | if (mainCamera != null)
76 | {
77 | m_Camera2D = mainCamera.GetComponent();
78 | }
79 | }
80 |
81 | #endif
82 | }
83 |
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1 | /* RailEditor v1.0
2 | *
3 | * By Jason Hein
4 | */
5 |
6 |
7 | using UnityEngine;
8 | using System;
9 | using System.Collections;
10 | using GameEye2D.Focus;
11 | using UnityEditor;
12 |
13 | [CustomEditor(typeof(Rail), true)]
14 | public class RailEditor : Editor {
15 |
16 | //The rail object
17 | Rail m_Rail;
18 | Transform m_HandleTransform;
19 | Quaternion m_HandleRotation;
20 |
21 | //The points along the rail
22 | const float m_HandleSize = 0.06f;
23 | const float m_PickSize = 0.1f;
24 | int m_SelectedIndex = -1;
25 | Vector2[] m_Points;
26 |
27 | //How far the points are seperated when created.
28 | public const float ADDED_POINT_SEPERATION = 10f;
29 |
30 |
31 | //When the scene draws
32 | void OnSceneGUI ()
33 | {
34 | //Get the rail
35 | m_Rail = target as Rail;
36 | if (m_Rail == null)
37 | {
38 | return;
39 | }
40 | m_Points = m_Rail.points;
41 | m_HandleTransform = m_Rail.transform;
42 | m_HandleRotation = Tools.pivotRotation == PivotRotation.Local ? m_HandleTransform.rotation : Quaternion.identity;
43 |
44 | //Draw the points, and allow the editor to move these points
45 | if (m_Points.Length > 3)
46 | {
47 | Vector3 point0 = ShowPoint(0);
48 | for (int i = 1; i < m_Points.Length; i += 3)
49 | {
50 | Vector3 point1 = ShowPoint(i);
51 | Vector3 point2 = ShowPoint(i + 1);
52 | Vector3 point3 = ShowPoint(i + 2);
53 | Handles.DrawBezier(point0, point3, point1, point2, Color.cyan, null, 2f);
54 | point0 = point3;
55 | }
56 | }
57 | }
58 |
59 | //Shows the given point.
60 | Vector3 ShowPoint (int index)
61 | {
62 | //Get where the point is
63 | #if GAMEEYE2D_XZ
64 | Vector3 point = m_HandleTransform.TransformPoint(new Vector3 (m_Points[index].x, 0f, m_Points[index].y));
65 | #else
66 | Vector3 point = m_HandleTransform.TransformPoint(new Vector3 (m_Points[index].x, m_Points[index].y, 0f));
67 | #endif
68 | Handles.color = Color.white;
69 | float size = HandleUtility.GetHandleSize(point);
70 |
71 | //Create a button at the point
72 | if (Handles.Button(point, m_HandleRotation, size * m_HandleSize, size * m_PickSize, Handles.DotHandleCap))
73 | {
74 | m_SelectedIndex = index;
75 | }
76 |
77 | //If the point is selected and has changed, update the point's position
78 | if (m_SelectedIndex == index)
79 | {
80 | EditorGUI.BeginChangeCheck();
81 | point = Handles.DoPositionHandle(point, m_HandleRotation);
82 | if (EditorGUI.EndChangeCheck())
83 | {
84 | Undo.RecordObject(m_Rail, "Move Point");
85 | EditorUtility.SetDirty(m_Rail);
86 |
87 | Vector3 newPoint = m_HandleTransform.InverseTransformPoint(point);
88 | #if GAMEEYE2D_XZ
89 | m_Rail.points[index] = new Vector2 (newPoint.x, newPoint.z);
90 | #else
91 | m_Rail.points[index] = new Vector2 (newPoint.x, newPoint.y);
92 | #endif
93 | }
94 | }
95 |
96 | //Return the point
97 | return point;
98 | }
99 |
100 | //Add buttons to grow or shrink the rail
101 | public override void OnInspectorGUI ()
102 | {
103 | DrawDefaultInspector();
104 | m_Rail = target as Rail;
105 | if (m_Rail == null)
106 | {
107 | return;
108 | }
109 | m_Points = m_Rail.points;
110 |
111 | if (GUILayout.Button("Add Curve to Beginning"))
112 | {
113 | Undo.RecordObject(m_Rail, "Add Curve to Beginning");
114 | AddCurveToBeginning();
115 | EditorUtility.SetDirty(m_Rail);
116 | }
117 | else if (GUILayout.Button("Add Curve To End"))
118 | {
119 | Undo.RecordObject(m_Rail, "Add Curve To End");
120 | AddCurveToEnd();
121 | EditorUtility.SetDirty(m_Rail);
122 | }
123 | else if (GUILayout.Button("Remove Curve From Beginning"))
124 | {
125 | Undo.RecordObject(m_Rail, "Remove Curve From Beginning");
126 | RemoveCurveFromBeginning();
127 | EditorUtility.SetDirty(m_Rail);
128 | }
129 | else if (GUILayout.Button("Remove Curve From End"))
130 | {
131 | Undo.RecordObject(m_Rail, "Remove Curve From End");
132 | RemoveCurveFromEnd();
133 | EditorUtility.SetDirty(m_Rail);
134 | }
135 | }
136 |
137 | //Adds 3 points to the beginning of the rail.
138 | void AddCurveToBeginning()
139 | {
140 | Array.Resize(ref m_Points, m_Points.Length + 3);
141 | for (int i = 1; i < m_Points.Length - 3; i += 3)
142 | {
143 | m_Points[i + 3] = m_Points[i];
144 | m_Points[i + 4] = m_Points[i + 1];
145 | m_Points[i + 5] = m_Points[i + 2];
146 | }
147 | m_Points[3] = m_Points[0];
148 |
149 | Vector2 point = m_Points[3];
150 | point.x -= ADDED_POINT_SEPERATION;
151 | m_Points[2] = point;
152 | point.x -= ADDED_POINT_SEPERATION;
153 | m_Points[1] = point;
154 | point.x -= ADDED_POINT_SEPERATION;
155 | m_Points[0] = point;
156 | m_Rail.points = m_Points;
157 | }
158 |
159 | //Adds 3 points to the end of the rail.
160 | void AddCurveToEnd()
161 | {
162 | Vector2 point = m_Points[m_Points.Length - 1];
163 | Array.Resize(ref m_Points, m_Points.Length + 3);
164 | point.x += ADDED_POINT_SEPERATION;
165 | m_Points[m_Points.Length - 3] = point;
166 | point.x += ADDED_POINT_SEPERATION;
167 | m_Points[m_Points.Length - 2] = point;
168 | point.x += ADDED_POINT_SEPERATION;
169 | m_Points[m_Points.Length - 1] = point;
170 | m_Rail.points = m_Points;
171 | }
172 |
173 | //Removes 3 points on the rail from the beginning.
174 | void RemoveCurveFromBeginning()
175 | {
176 | if (m_Points.Length > 6)
177 | {
178 | m_Points[0] = m_Points[3];
179 | for (int i = 1; i < m_Points.Length - 3; i += 3)
180 | {
181 | m_Points[i] = m_Points[i + 3];
182 | m_Points[i + 1] = m_Points[i + 4];
183 | m_Points[i + 2] = m_Points[i + 5];
184 | }
185 | Array.Resize(ref m_Points, m_Points.Length - 3);
186 | m_Rail.points = m_Points;
187 | }
188 | }
189 |
190 | //Removes 3 points on the rail from the end.
191 | void RemoveCurveFromEnd()
192 | {
193 | if (m_Points.Length > 6)
194 | {
195 | Array.Resize(ref m_Points, m_Points.Length - 3);
196 | m_Rail.points = m_Points;
197 | }
198 | }
199 | }
200 |
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/GameEye2D/Assets/GameEye2D/Examples/Scripts/Ball3DMove.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using GameEye2D.Focus;
4 | using GameEye2D.Behaviour;
5 |
6 | [RequireComponent(typeof(Rigidbody))]
7 | public class Ball3DMove : F_RigidBody
8 | {
9 | //Camea2d that uses the ball as a focus, and the camera shake for when a collison occurs
10 | Camera2D m_Camera2D;
11 | Shake m_CameraShake;
12 |
13 | //Starting speed and gravity of this ball
14 | public float Speed = 20f;
15 | const float GRAVITY = -500f;
16 |
17 |
18 | //When the ball becomes enabled
19 | void OnEnable()
20 | {
21 | //Set initial speed
22 | body.AddForce(Random.insideUnitSphere.normalized * Speed / Time.fixedDeltaTime);
23 |
24 | //Tell the camera to follow this ball
25 | m_Camera2D = Camera.main.GetComponent();
26 | m_CameraShake = Camera.main.GetComponent();
27 | if (m_Camera2D != null)
28 | {
29 | m_Camera2D.AddFocus(this);
30 | }
31 | }
32 |
33 | //When the ball becomes disabled the camera should stop following it
34 | void OnDisable()
35 | {
36 | if (m_Camera2D != null)
37 | {
38 | m_Camera2D.RemoveFocus(this);
39 | }
40 | }
41 |
42 | //Cause gravity
43 | void FixedUpdate()
44 | {
45 | body.AddForce(Vector3.up * GRAVITY * Time.fixedDeltaTime);
46 | }
47 |
48 | //When the ball collides the camera may shake
49 | void OnCollisionEnter(Collision collision)
50 | {
51 | if (m_CameraShake != null)
52 | {
53 | m_CameraShake.ShakeCamera(collision.relativeVelocity);
54 | }
55 | }
56 | }
57 |
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/GameEye2D/Assets/GameEye2D/Examples/Scripts/BallMove.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using GameEye2D.Focus;
4 | using GameEye2D.Behaviour;
5 |
6 | [RequireComponent(typeof(Rigidbody2D))]
7 | public class BallMove : F_RigidBody2D
8 | {
9 | //Camea2d that uses the ball as a focus, and the camera shake for when a collison occurs
10 | Camera2D m_Camera2D;
11 | Shake m_CameraShake;
12 |
13 | //Starting speed and gravity of this ball
14 | public float Speed = 20f;
15 | const float GRAVITY = -500f;
16 |
17 |
18 | //When the ball becomes enabled
19 | void OnEnable()
20 | {
21 | //Set initial speed
22 | body2D.AddForce(Random.insideUnitCircle.normalized * Speed / Time.fixedDeltaTime);
23 |
24 | //Tell the camera to follow this ball
25 | m_Camera2D = Camera.main.GetComponent();
26 | m_CameraShake = Camera.main.GetComponent();
27 | if (m_Camera2D != null)
28 | {
29 | m_Camera2D.AddFocus(this);
30 | }
31 | }
32 |
33 | //When the ball becomes disabled the camera should stop following it
34 | void OnDisable()
35 | {
36 | if (m_Camera2D != null)
37 | {
38 | m_Camera2D.RemoveFocus(this);
39 | }
40 | }
41 |
42 | //Cause gravity
43 | void FixedUpdate()
44 | {
45 | body2D.AddForce(Vector2.up * GRAVITY * Time.fixedDeltaTime);
46 | }
47 |
48 | //When the ball collides the camera may shake
49 | void OnCollisionEnter2D(Collision2D collision)
50 | {
51 | if (m_CameraShake != null)
52 | {
53 | m_CameraShake.ShakeCamera(collision.relativeVelocity);
54 | }
55 | }
56 | }
57 |
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/GameEye2D/Assets/GameEye2D/Examples/Scripts/BallSpawner.cs:
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1 | using UnityEngine;
2 | using System.Collections.Generic;
3 |
4 | public class BallSpawner : MonoBehaviour
5 | {
6 | //Objects spawned
7 | [SerializeField] GameObject m_ObjectToSpawn;
8 | List m_ObjectsSpawned;
9 |
10 | //Firing speed
11 | const float FIRE_RATE = 0.3f;
12 | float m_FireTimer = -1.0f;
13 |
14 |
15 | //Load objects to spawn
16 | void Start ()
17 | {
18 | m_ObjectsSpawned = new List();
19 | if (m_ObjectToSpawn == null)
20 | {
21 | enabled = false;
22 | }
23 | else
24 | {
25 | SpawnBall();
26 | }
27 | }
28 |
29 | //Check for input to spawn a ball
30 | void Update ()
31 | {
32 | //If the user hits the escape button, end the application
33 | if (Input.GetKey(KeyCode.Escape))
34 | {
35 | Application.Quit();
36 | }
37 |
38 | //Check fire rate
39 | m_FireTimer -= Time.deltaTime;
40 | if (m_FireTimer > 0.0f)
41 | {
42 | return;
43 | }
44 |
45 | //Whenever the left mouse button is clicked spawn a ball and reset the firing timer
46 | if (Input.GetMouseButton(0))
47 | {
48 | SpawnBall();
49 | }
50 |
51 | //Whenever you click the Right mouse button remove the first ball in the array
52 | if (Input.GetMouseButton(1) && m_ObjectsSpawned.Count > 0)
53 | {
54 | DeSpawnBall();
55 | }
56 | }
57 |
58 | void SpawnBall ()
59 | {
60 | if (m_ObjectToSpawn != null)
61 | {
62 | m_FireTimer = FIRE_RATE;
63 | GameObject ball = ((GameObject)GameObject.Instantiate(m_ObjectToSpawn, transform.position, Quaternion.identity));
64 | ball.transform.parent = transform;
65 |
66 | if (ball == null)
67 | {
68 | Debug.Log("w");
69 | }
70 | m_ObjectsSpawned.Add(ball);
71 | }
72 | }
73 |
74 | void DeSpawnBall ()
75 | {
76 | m_FireTimer = FIRE_RATE;
77 | m_ObjectsSpawned[0].SetActive(false);
78 | Destroy(m_ObjectsSpawned[0]);
79 | m_ObjectsSpawned.RemoveAt(0);
80 | }
81 | }
82 |
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/GameEye2D/Assets/GameEye2D/Examples/Scripts/KillZone.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class KillZone : MonoBehaviour {
5 |
6 | //The object affected by the killzone, and the respawn point
7 | [SerializeField] GameObject m_Player;
8 | [SerializeField] GameObject m_RespawnPoint;
9 |
10 | //A timer for when to respawn the player
11 | float m_TimeOfRespawn = 0f;
12 | const float RESPAWN_DELAY = 1f;
13 |
14 |
15 | //Check if the player and respanw points exist
16 | void Awake ()
17 | {
18 | if (m_Player == null || m_RespawnPoint == null)
19 | {
20 | enabled = false;
21 | Destroy(this);
22 | }
23 |
24 | //Don't enable the kilzone's timer to enable the player until the killzone triggers
25 | enabled = false;
26 | }
27 |
28 | //While the player is respawning, check if the player should respawn this frame
29 | void Update ()
30 | {
31 | if (Time.time > m_TimeOfRespawn)
32 | {
33 | m_TimeOfRespawn = 0f;
34 | m_Player.SetActive(true);
35 | enabled = false;
36 | }
37 | }
38 |
39 | //When the player enters the trigger, they are slain and are moved to the respawn point
40 | void OnTriggerEnter2D (Collider2D collider)
41 | {
42 | if (collider.gameObject == m_Player)
43 | {
44 | Trigger();
45 | }
46 | }
47 |
48 | //Reset the game
49 | protected virtual void Trigger ()
50 | {
51 | if (m_RespawnPoint != null)
52 | {
53 | //Set the time the player will be respawned
54 | m_TimeOfRespawn = Time.time + RESPAWN_DELAY;
55 |
56 | //Put the player at the spawn point and de-activate them until the respawn delay is over
57 | m_Player.transform.position = m_RespawnPoint.transform.position;
58 | m_Player.SetActive(false);
59 |
60 | //Enable the timer to respawn
61 | enabled = true;
62 | }
63 | }
64 | }
65 |
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/GameEye2D/Assets/GameEye2D/Examples/Scripts/KillZoneResetRail.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using GameEye2D.Focus;
4 |
5 | public class KillZoneResetRail : KillZone {
6 |
7 | //The timed rail that will be reset
8 | [SerializeField] TimedRail m_Rail;
9 |
10 | //Reset the game
11 | protected override void Trigger ()
12 | {
13 | //Reset the timed rail back to the start
14 | if (m_Rail != null)
15 | {
16 | m_Rail.interpolation = 0f;
17 | }
18 |
19 | //Have the player character reset
20 | base.Trigger();
21 |
22 | }
23 | }
24 |
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/GameEye2D/Assets/GameEye2D/Examples/Scripts/KillZoneResetTrigger.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using GameEye2D.Focus;
4 |
5 | public class KillZoneResetTrigger : KillZone {
6 |
7 | //The trigger that will be reset
8 | [SerializeField] Trigger m_Trigger;
9 |
10 | //Reset the game
11 | protected override void Trigger ()
12 | {
13 | //Remove the trigger focus from the camera focus list
14 | if (m_Trigger != null)
15 | {
16 | m_Trigger.Undo();
17 | }
18 |
19 | //Have the player character reset
20 | base.Trigger();
21 |
22 | }
23 | }
24 |
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/GameEye2D/Assets/GameEye2D/Examples/Scripts/PlayerMovement.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using GameEye2D.Focus;
4 |
5 | [RequireComponent(typeof(Rigidbody2D))]
6 | public class PlayerMovement : MonoBehaviour
7 | {
8 | //Horizontal movement
9 | const float HORIZONTAL_SPEED = 300f;
10 | const float TIME_TO_REACH_FULL_HORIZONTAL_SPEED = 0.075f;
11 | const float TIME_TO_END_HORIZONTAL_SPEED = 0.075f;
12 |
13 | //Vertical movement
14 | const float JUMP_SPEED = 900f;
15 | const float MINIMUM_INPUT_TO_JUMP = 0.5f;
16 | const float INPUT_AFFECT_ON_GRAVITY = 0.4f;
17 | const float GRAVITY = -3000f;
18 |
19 | //Checking if the player can jump
20 | bool m_Grounded = false;
21 | const float GROUNDED_NORMAL = 0.0f;
22 |
23 | //Input
24 | const string VERTICAL = "Vertical";
25 | const string HORIZONTAL = "Horizontal";
26 | float m_VerticalInput = 0f;
27 | float m_HorizontalInput = 0f;
28 |
29 | //The player's rigidbody2D
30 | Rigidbody2D m_RigidBody2D;
31 |
32 |
33 | //Get the rigidBody of the player.
34 | void Start ()
35 | {
36 | m_RigidBody2D = GetComponent();
37 | }
38 |
39 | //Get input in update, to make input more consistent
40 | void Update ()
41 | {
42 | //Vertical input
43 | if (Input.GetKey(KeyCode.Space))
44 | {
45 | m_VerticalInput = Time.deltaTime;
46 | }
47 | else
48 | {
49 | m_VerticalInput = Input.GetAxisRaw(VERTICAL);
50 | }
51 |
52 | ///Horizontal input
53 | m_HorizontalInput = Input.GetAxisRaw(HORIZONTAL);
54 | }
55 |
56 | //A set number of times per second (by default occurs 50 times a second)
57 | void FixedUpdate ()
58 | {
59 | //Get the players current speed and initialize acceleration this frame to 0
60 | Vector2 velocity = m_RigidBody2D.velocity;
61 | Vector2 acceleration = Vector2.zero;
62 |
63 | //Get the players horizontal acceleration this frame
64 | acceleration.x += HORIZONTAL_SPEED / TIME_TO_REACH_FULL_HORIZONTAL_SPEED * m_HorizontalInput;
65 |
66 | //Decelleration due to no input and to clamp the maximum speed gradually
67 | acceleration.x -= (velocity.x / TIME_TO_REACH_FULL_HORIZONTAL_SPEED) / TIME_TO_END_HORIZONTAL_SPEED;
68 |
69 | //Jumping
70 | if (m_Grounded && m_VerticalInput > MINIMUM_INPUT_TO_JUMP)
71 | {
72 | acceleration.y = JUMP_SPEED / Time.fixedDeltaTime;
73 | m_Grounded = false;
74 | }
75 | //Falling
76 | else
77 | {
78 | //Add gravity to make the player fall, and affect gravity with the players input
79 | acceleration.y += GRAVITY * (1f - INPUT_AFFECT_ON_GRAVITY * m_VerticalInput);
80 |
81 | //Decleleration due to no input, and to clmap the maximumn speed gradually
82 | acceleration.y -= velocity.y;
83 | }
84 |
85 | //Add the given force to the player
86 | m_RigidBody2D.AddForce(acceleration * Time.fixedDeltaTime);
87 | }
88 |
89 | //Check if the player has become grounded
90 | void OnCollisionEnter2D (Collision2D collision)
91 | {
92 | //Get the average normal of the collision
93 | Vector2 averageNormal = Vector2.zero;
94 | for (int i = 0; i < collision.contacts.Length; i++)
95 | {
96 | averageNormal += collision.contacts[i].normal;
97 | }
98 | averageNormal /= collision.contacts.Length;
99 |
100 | //If the collision the player entered was with the ground, we are now grounded
101 | if (averageNormal.y > GROUNDED_NORMAL)
102 | {
103 | m_Grounded = true;
104 | }
105 | }
106 |
107 | //Check if the player has left the ground
108 | void OnCollisionExit2D (Collision2D collision)
109 | {
110 | //Get the average normal of the collision
111 | Vector2 averageNormal = Vector2.zero;
112 | for (int i = 0; i < collision.contacts.Length; i++)
113 | {
114 | averageNormal += collision.contacts[i].normal;
115 | }
116 | averageNormal /= collision.contacts.Length;
117 |
118 | //If the collision the player exited was with the ground, we are no longer grounded
119 | if (averageNormal.y > GROUNDED_NORMAL)
120 | {
121 | m_Grounded = false;
122 | }
123 | }
124 | }
125 |
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/GameEye2D/Assets/GameEye2D/Game Eye 2D Documentation.pdf:
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2017 Jason Hein
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/README.md:
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1 | # Game-Eye-2D
2 | A component based orthographic camera extension for unity that tracks 2D environments. Included are scripts that help you track 2D environments. When setup, the camera will follow objects in your scene, or zoom to fit them all, or use input from the player to track the scene, etc...
3 |
4 | Tutorial https://www.youtube.com/watch?v=p8C13371-kQ&list=PLTjnluiSpC8Sjt0VD62pDW6bkUJ1NTSDM
5 |
6 | If you want to see them in action. I'm using them in my game Spectrum Break. https://spectrumbreak.com/
7 |
8 |
9 | Supported Games
10 | ----------------
11 |
12 | Arenas, Platformers, RPGs, Runners, Shoot'em ups, Strategy, Custom.
13 |
14 |
15 | Features
16 | ---------
17 |
18 | You choose what is important to focus on and how the camera behaves.
19 |
20 | Quick to set up, and includes a menu of pre-built camera setups.
21 |
22 | Optimally tracks scenes smoothly and efficiently, and avoids overhead through a component based approach.
23 |
24 | Easily extendable, a short how-to guide is included in the documentation.
25 |
26 | A top down mode that causes all components to compile for a top down view.
27 |
28 |
29 | Behaviors
30 | ----------
31 |
32 | Focus following, Camera shake, Zoom to fit multiple focuses, Input to zoom.
33 |
34 |
35 | Focuses
36 | --------
37 |
38 | Positions, Forward focuses, Mouse cursor, Rails, Triggers.
39 |
40 |
41 | Tools
42 | ------
43 |
44 | Parralax, Clamp objects to a camera view, Triggers to change camera values.
45 |
46 |
47 | Follow me on Bluesky
48 | ----------------------
49 |
50 | [https://twitter.com/JasonDavidHein](https://bsky.app/profile/jasonhein.bsky.social)
51 |
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