Removed TOTU 103

This commit is contained in:
Ignacio Gómez Puga 2025-03-04 12:04:52 -06:00
commit 5847d844a5
675 changed files with 76582 additions and 0 deletions

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*.fbx filter=lfs diff=lfs merge=lfs -text

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# Unity-specific files and folders
[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/
[Mm]emoryCaptures/
.gradle/
# Compiled files
*.apk
*.aab
*.exe
*.dll
*.app
*.dmg
*.iso
*.ipa
*.jar
*.msi
*.pdb
*.so
*.swp
*.zip
# Unity User-specific settings
UserSettings/
# Unity version control files
.vscode/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
# macOS-specific files
.DS_Store
.AppleDouble
.LSOverride
# System-generated files
Thumbs.db
ehthumbs.db
# Windows-specific files
desktop.ini
$RECYCLE.BIN/
# Build and temporary files
*.log
*.lock
*.tmp
*.temp
*.bak
*.old
*.backup
# Exclude build folders and unnecessary directories
Builds/
/.vs/imaageq-demo/FileContentIndex
.vs/
/Assets/Plugins/Demigiant/DOTween
Assets/Resources/DOTweenSettings.asset
/ar-test-ios
Assets/Resources/DOTweenSettings.asset
Assets/Resources/DOTweenSettings.asset
Assets/LeanTween/Framework/
/Assets/LeanTween/Framework

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{
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"components": [
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//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.11.0
// from Assets/Common/InputSystem/LightshipInput.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public partial class @LightshipInput: IInputActionCollection2, IDisposable
{
public InputActionAsset asset { get; }
public @LightshipInput()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""LightshipInput"",
""maps"": [
{
""name"": ""Input"",
""id"": ""0441efd8-cf4a-4f54-9575-e620f871d873"",
""actions"": [
{
""name"": ""PrimaryTouch"",
""type"": ""Value"",
""id"": ""5587b327-fc71-48bf-ad8d-e78e9560da96"",
""expectedControlType"": ""Touch"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
},
{
""name"": ""SecondaryTouch"",
""type"": ""Value"",
""id"": ""0e25d142-0aa1-408a-b1c2-d8128da03184"",
""expectedControlType"": ""Touch"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
},
{
""name"": ""MouseScroll"",
""type"": ""Value"",
""id"": ""999680a4-775f-4be4-85b9-ebe9d80d052b"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
},
{
""name"": ""MousePan"",
""type"": ""Value"",
""id"": ""dbf4bfe6-227d-4c8c-9394-44aab5af9e12"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
},
{
""name"": ""MouseHold"",
""type"": ""Button"",
""id"": ""7eb15c42-52e1-4803-80ae-e3521cdfcdd4"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Point"",
""type"": ""Value"",
""id"": ""eb3d0780-4e38-48ef-bf2f-9bc2186c1f8c"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
}
],
""bindings"": [
{
""name"": """",
""id"": ""8b99124f-47cf-4ca4-90df-4317fefd9b3c"",
""path"": ""<Touchscreen>/touch0"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""PrimaryTouch"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""da48dbed-bb28-40bc-a4ef-64b45c4aa545"",
""path"": ""<Touchscreen>/touch1"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""SecondaryTouch"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""9a2527ae-2e1b-4e87-85c4-eebb3539109b"",
""path"": ""<Mouse>/scroll"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""MouseScroll"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": ""One Modifier"",
""id"": ""ecf34196-58c5-4614-b0a2-8287b515b50b"",
""path"": ""OneModifier"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""MousePan"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""modifier"",
""id"": ""813b8f15-fafc-4898-8678-ce51d3f54545"",
""path"": ""<Mouse>/leftButton"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""MousePan"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""binding"",
""id"": ""b49fa1e5-ecbf-46c1-a2be-a66aade8702f"",
""path"": ""<Mouse>/delta"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""MousePan"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""dd2cea80-3525-4cb3-897a-a7c2b2f322de"",
""path"": ""<Mouse>/leftButton"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""MouseHold"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""61de2db2-e936-483e-9f19-6ed8da5219b7"",
""path"": ""<Touchscreen>/primaryTouch/position"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Point"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": ""One Modifier"",
""id"": ""30e7dbb0-a98c-4b5c-8f7e-3abda5647833"",
""path"": ""OneModifier"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Point"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""modifier"",
""id"": ""8e81916c-99cc-4086-b086-9fadb0b378e4"",
""path"": ""<Mouse>/leftButton"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Point"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""binding"",
""id"": ""b43654fb-edca-4222-9b9b-bfeb517b32ab"",
""path"": ""<Mouse>/position"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Point"",
""isComposite"": false,
""isPartOfComposite"": true
}
]
}
],
""controlSchemes"": []
}");
// Input
m_Input = asset.FindActionMap("Input", throwIfNotFound: true);
m_Input_PrimaryTouch = m_Input.FindAction("PrimaryTouch", throwIfNotFound: true);
m_Input_SecondaryTouch = m_Input.FindAction("SecondaryTouch", throwIfNotFound: true);
m_Input_MouseScroll = m_Input.FindAction("MouseScroll", throwIfNotFound: true);
m_Input_MousePan = m_Input.FindAction("MousePan", throwIfNotFound: true);
m_Input_MouseHold = m_Input.FindAction("MouseHold", throwIfNotFound: true);
m_Input_Point = m_Input.FindAction("Point", throwIfNotFound: true);
}
~@LightshipInput()
{
UnityEngine.Debug.Assert(!m_Input.enabled, "This will cause a leak and performance issues, LightshipInput.Input.Disable() has not been called.");
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
public IEnumerable<InputBinding> bindings => asset.bindings;
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
// Input
private readonly InputActionMap m_Input;
private List<IInputActions> m_InputActionsCallbackInterfaces = new List<IInputActions>();
private readonly InputAction m_Input_PrimaryTouch;
private readonly InputAction m_Input_SecondaryTouch;
private readonly InputAction m_Input_MouseScroll;
private readonly InputAction m_Input_MousePan;
private readonly InputAction m_Input_MouseHold;
private readonly InputAction m_Input_Point;
public struct InputActions
{
private @LightshipInput m_Wrapper;
public InputActions(@LightshipInput wrapper) { m_Wrapper = wrapper; }
public InputAction @PrimaryTouch => m_Wrapper.m_Input_PrimaryTouch;
public InputAction @SecondaryTouch => m_Wrapper.m_Input_SecondaryTouch;
public InputAction @MouseScroll => m_Wrapper.m_Input_MouseScroll;
public InputAction @MousePan => m_Wrapper.m_Input_MousePan;
public InputAction @MouseHold => m_Wrapper.m_Input_MouseHold;
public InputAction @Point => m_Wrapper.m_Input_Point;
public InputActionMap Get() { return m_Wrapper.m_Input; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(InputActions set) { return set.Get(); }
public void AddCallbacks(IInputActions instance)
{
if (instance == null || m_Wrapper.m_InputActionsCallbackInterfaces.Contains(instance)) return;
m_Wrapper.m_InputActionsCallbackInterfaces.Add(instance);
@PrimaryTouch.started += instance.OnPrimaryTouch;
@PrimaryTouch.performed += instance.OnPrimaryTouch;
@PrimaryTouch.canceled += instance.OnPrimaryTouch;
@SecondaryTouch.started += instance.OnSecondaryTouch;
@SecondaryTouch.performed += instance.OnSecondaryTouch;
@SecondaryTouch.canceled += instance.OnSecondaryTouch;
@MouseScroll.started += instance.OnMouseScroll;
@MouseScroll.performed += instance.OnMouseScroll;
@MouseScroll.canceled += instance.OnMouseScroll;
@MousePan.started += instance.OnMousePan;
@MousePan.performed += instance.OnMousePan;
@MousePan.canceled += instance.OnMousePan;
@MouseHold.started += instance.OnMouseHold;
@MouseHold.performed += instance.OnMouseHold;
@MouseHold.canceled += instance.OnMouseHold;
@Point.started += instance.OnPoint;
@Point.performed += instance.OnPoint;
@Point.canceled += instance.OnPoint;
}
private void UnregisterCallbacks(IInputActions instance)
{
@PrimaryTouch.started -= instance.OnPrimaryTouch;
@PrimaryTouch.performed -= instance.OnPrimaryTouch;
@PrimaryTouch.canceled -= instance.OnPrimaryTouch;
@SecondaryTouch.started -= instance.OnSecondaryTouch;
@SecondaryTouch.performed -= instance.OnSecondaryTouch;
@SecondaryTouch.canceled -= instance.OnSecondaryTouch;
@MouseScroll.started -= instance.OnMouseScroll;
@MouseScroll.performed -= instance.OnMouseScroll;
@MouseScroll.canceled -= instance.OnMouseScroll;
@MousePan.started -= instance.OnMousePan;
@MousePan.performed -= instance.OnMousePan;
@MousePan.canceled -= instance.OnMousePan;
@MouseHold.started -= instance.OnMouseHold;
@MouseHold.performed -= instance.OnMouseHold;
@MouseHold.canceled -= instance.OnMouseHold;
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UnregisterCallbacks(instance);
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foreach (var item in m_Wrapper.m_InputActionsCallbackInterfaces)
UnregisterCallbacks(item);
m_Wrapper.m_InputActionsCallbackInterfaces.Clear();
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void OnPrimaryTouch(InputAction.CallbackContext context);
void OnSecondaryTouch(InputAction.CallbackContext context);
void OnMouseScroll(InputAction.CallbackContext context);
void OnMousePan(InputAction.CallbackContext context);
void OnMouseHold(InputAction.CallbackContext context);
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// Copyright 2022-2024 Niantic.
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.UI;
using Touch = UnityEngine.InputSystem.EnhancedTouch.Touch;
using TouchPhase = UnityEngine.TouchPhase;
public class TouchManager : MonoBehaviour
{
[Serializable]
public class FloatEvent : UnityEvent<float> { };
[Serializable]
public class Vector2Event : UnityEvent<Vector2> { };
[SerializeField] private float _pinchScrollSpeed;
[SerializeField] private float _mouseScrollSpeed;
[SerializeField] private float _touchPanSpeed;
[SerializeField] private float _mousePanSpeed;
private LightshipInput _lightshipInput;
private bool _isPointerDown;
private bool IsPointerDown
{
get { return _isPointerDown; }
set
{
_isPointerDown = value;
if ((value == false) && (_IsPanActive))
{
_IsPanActive = false;
PanEnded?.Invoke();
}
}
}
private bool _IsPanActive = false;
private Dictionary<int, TouchState> _activeTouches = new Dictionary<int, TouchState>();
private float _lastPinchDistance = 0f;
private bool _resetPinchDistance = false;
private Coroutine activePinchCoroutine = null;
[SerializeField] public FloatEvent PinchEvent = new FloatEvent();
[SerializeField] public Vector2Event PanEvent = new Vector2Event();
[SerializeField] public UnityEvent PanEnded = new UnityEvent();
[SerializeField] public Vector2Event TouchUpEvent = new Vector2Event();
private void Awake()
{
_lightshipInput = new LightshipInput();
}
private void OnEnable()
{
_lightshipInput.Enable();
}
private void OnDisable()
{
_lightshipInput.Disable();
}
private void Start()
{
_lightshipInput.Input.PrimaryTouch.performed += ctx => PrimaryTouchCallback(ctx);
_lightshipInput.Input.PrimaryTouch.started += ctx => PrimaryTouchCallback(ctx);
_lightshipInput.Input.PrimaryTouch.canceled += ctx => PrimaryTouchCallback(ctx);
_lightshipInput.Input.SecondaryTouch.performed += ctx => SecondaryTouchCallback(ctx);
_lightshipInput.Input.SecondaryTouch.started += ctx => SecondaryTouchCallback(ctx);
_lightshipInput.Input.SecondaryTouch.canceled += ctx => SecondaryTouchCallback(ctx);
_lightshipInput.Input.MouseScroll.performed += ctx => MouseScrollCallback(ctx);
_lightshipInput.Input.MousePan.performed += ctx => MousePanCallback(ctx);
_lightshipInput.Input.MousePan.canceled += ctx => MousePanCallback(ctx);
_lightshipInput.Input.MouseHold.started += ctx => MouseHoldCallback(ctx);
_lightshipInput.Input.MouseHold.performed += ctx => MouseHoldCallback(ctx);
_lightshipInput.Input.MouseHold.canceled += ctx => MouseHoldCallback(ctx);
}
private void MouseHoldCallback(InputAction.CallbackContext ctx)
{
switch (ctx.phase)
{
case InputActionPhase.Started :
IsPointerDown = true;
break;
case InputActionPhase.Canceled :
IsPointerDown = false;
if (!_IsPanActive)
{
TouchUpEvent?.Invoke(Mouse.current.position.ReadValue());
}
break;
}
}
private void MousePanCallback(InputAction.CallbackContext ctx)
{
var mousepan = ctx.ReadValue<Vector2>();
if (ctx.phase == InputActionPhase.Performed)
{
_IsPanActive = true;
}
ProcessPan(mousepan * _mousePanSpeed);
}
private void MouseScrollCallback(InputAction.CallbackContext ctx)
{
var mousecroll = ctx.ReadValue<Vector2>();
ProcessScrollZoom(mousecroll);
}
private void SecondaryTouchCallback(InputAction.CallbackContext ctx)
{
var touch = ctx.ReadValue<TouchState>();
PreprocessTouch(touch);
}
private void PrimaryTouchCallback(InputAction.CallbackContext ctx)
{
var touch = ctx.ReadValue<TouchState>();
PreprocessTouch(touch);
}
private void PreprocessTouch(TouchState touch)
{
switch (touch.phase)
{
case UnityEngine.InputSystem.TouchPhase.Began :
_activeTouches.TryAdd(touch.touchId, touch);
break;
case UnityEngine.InputSystem.TouchPhase.Ended :
_activeTouches.Remove(touch.touchId);
break;
case UnityEngine.InputSystem.TouchPhase.Canceled :
_activeTouches.Remove(touch.touchId);
break;
case UnityEngine.InputSystem.TouchPhase.None :
break;
default :
_activeTouches[touch.touchId] = touch;
break;
}
if (_activeTouches.Count > 1)
{
if (activePinchCoroutine == null)
{
activePinchCoroutine = StartCoroutine(ProcessPinch());
}
}
else
{
if (activePinchCoroutine != null)
{
StopCoroutine(activePinchCoroutine);
activePinchCoroutine = null;
}
if (_activeTouches.Count == 1)
{
ProcessTouch();
}
else
{
IsPointerDown = false;
}
}
if (IsPointerDown == false)
if (_IsPanActive)
{
_IsPanActive = false;
PanEnded?.Invoke();
}
else
{
TouchUpEvent?.Invoke(touch.position);
}
}
#region Process Gestures
private void ProcessPan(Vector2 delta)
{
PanEvent?.Invoke(delta);
}
private IEnumerator ProcessPinch()
{
_resetPinchDistance = true;
while (true)
{
yield return null;
var orderedTouches = _activeTouches.OrderBy(x => x.Key).ToArray();
var touchOne = orderedTouches[0];
var touchTwo = orderedTouches[1];
var pinchDistance = Vector2.Distance(touchOne.Value.position, touchTwo.Value.position);
if (_resetPinchDistance)
{
_lastPinchDistance = pinchDistance;
_resetPinchDistance = false;
}
float pinchDelta = (pinchDistance - _lastPinchDistance);
_lastPinchDistance = pinchDistance;
PinchEvent?.Invoke(pinchDelta * _pinchScrollSpeed);
}
}
private void ProcessScrollZoom(Vector2 MouseScrollDelta)
{
var yScrollDelta = MouseScrollDelta.y * _mouseScrollSpeed;
PinchEvent?.Invoke(yScrollDelta);
}
private void ProcessMouseMap()
{
}
private void ProcessTouch()
{
var orderedTouches = _activeTouches.OrderBy(x => x.Key).ToArray();
var touch = orderedTouches[0].Value;
switch (touch.phase)
{
case UnityEngine.InputSystem.TouchPhase.Began :
IsPointerDown = true;
break;
case UnityEngine.InputSystem.TouchPhase.Ended :
break;
case UnityEngine.InputSystem.TouchPhase.Moved:
_IsPanActive = true;
var delta = touch.delta;
if (delta.x + delta.y != 0)
{
ProcessPan(delta);
}
break;
}
}
#endregion
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_Color3 ("Color3", Color) = (1,1,1,1)
_ColorMask ("ColorMask", 2D) = "white" {}
_BWTex ("BWTex", 2D) = "white" {}
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_BumpMap ("Bumpmap", 2D) = "bump" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Geometry+200" }
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Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _ColorMask;
sampler2D _BWTex;
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
fixed4 _Color1;
fixed4 _Color2;
fixed4 _Color3;
v2f vert (appdata_base d)
{
v2f o;
o.pos = UnityObjectToClipPos(d.vertex);
o.uv = d.texcoord;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// Albedo comes from a texture tinted by color
fixed4 mask = tex2D (_ColorMask, i.uv);
fixed4 c = tex2D (_MainTex, i.uv);
fixed4 bw = tex2D (_BWTex, i.uv);
//these are overrides full replace the color in this region
float4 fur = bw*mask.r * _Color;
float4 face = bw*mask.b * _Color1;
//this is a tint of the existing color not an override
float4 bag = c*mask.g * _Color2;
//combine the bits
float4 colors = fur+face+bag;
float full_mask = clamp(mask.r+mask.b+mask.g,0,1);
float full_mask_inv = 1.0-clamp(mask.r+mask.b+mask.g,0,1);
//composite bg with character.
c = ((c*full_mask_inv )+ face + fur+bag);
return c;
}
ENDCG
}
pass
{
Tags{ "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex VSMain
#pragma fragment PSMain
float4 VSMain (float4 vertex:POSITION) : SV_POSITION
{
return UnityObjectToClipPos(vertex);
}
float4 PSMain (float4 vertex:SV_POSITION) : SV_TARGET
{
return 0;
}
ENDCG
}
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// Copyright 2022-2024 Niantic.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class YetMotion : MonoBehaviour
{
Vector2 _lastPos = new Vector2(0, 0);
Animator _animator;
// Start is called before the first frame update
void Start()
{
//get my animator so i can set variables in the anim state machine.
_animator = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
//am i moving, if so tell the animation controller that.
//only handles walking and idle.
Vector2 pos = new Vector2(gameObject.transform.position.x, gameObject.transform.position.z);
float dist = (pos - _lastPos).magnitude;
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// Copyright 2022-2024 Niantic.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//so you can see the edits in edidor as its all shader stuff
//[ExecuteInEditMode]
public class YetiCustomizer : MonoBehaviour
{
public Color _furColor = new Color(1,0,0);
public Color _faceColor = new Color (0,1,0);
public Color _shirtColor = new Color (0,0,1);
public Color _waterBottleColor = new Color (1,1,1);
public Color _bagTint = new Color (1,1,1);
public Color _propsTint = new Color (1,1,1);
public Vector3 _scale = new Vector3(1,1,1);
public bool _hasBag=true;
public void ApplySettings()
{
transform.localScale = _scale;
var thing = transform.Find("YETI_GEO/Yeti_Body_geo");
Renderer meshRenderer = thing.GetComponent<Renderer>();
//fur
meshRenderer.material.SetColor("_Color", _furColor);
//face
meshRenderer.material.SetColor("_Color1", _faceColor);
//bag
meshRenderer.material.SetColor("_Color2", _bagTint);
thing = gameObject.transform.Find("YETI_GEO/Yeti_props_geo");
meshRenderer = thing.GetComponent<Renderer>();
//shirt
meshRenderer.material.SetColor("_Color", _shirtColor);
meshRenderer.material.SetColor("_Color1", _waterBottleColor);
meshRenderer.material.SetColor("_Color2", _propsTint);
}
void Start()
{
ApplySettings();
}
// Update is called once per frame
void Update()
{
#if UNITY_EDITOR
ApplySettings();
#endif
}
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