Started working on XP and leveling/stats system

This commit is contained in:
caleb
2025-10-09 08:49:20 +01:00
parent a22eefd770
commit 7745d73d06
219 changed files with 82809 additions and 538 deletions

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@@ -8,17 +8,20 @@ using EasyTalk.Nodes;
[RequireComponent(typeof(CharacterController))]
public abstract class Character : MonoBehaviour, IInteractable
{
public enum AttackType { Melee, Ranged, Magic }
public AttackType attackType = AttackType.Melee;
public enum Attitude { Friendly, Neutral, Hostile }
public Attitude attitude = Attitude.Neutral;
[Header("Stats")]
public int CurHp;
public int MaxHp;
public int Damage;
public int level = 1;
public int Level = 1;
public float AttackRange = 2.0f;
public float ChaseRange = 5.0f;
public float AttackRate = 1.0f;
public float MoveSpeed = 5.0f;
public int ExperienceReward = 10;
[Header("Components")]
public CharacterController Controller;
@@ -29,6 +32,9 @@ public abstract class Character : MonoBehaviour, IInteractable
public event UnityAction onTakeDamage;
public Inventory Inventory { get { return inventory; } }
private Inventory inventory;
public GameObject lootDropPrefab;
public GameObject attackPrefab;
protected Animator animator;
void Awake()
{
@@ -36,6 +42,7 @@ public abstract class Character : MonoBehaviour, IInteractable
CurHp = MaxHp;
// Get the Inventory component attached to this same GameObject
inventory = GetComponent<Inventory>();
animator = GetComponentInChildren<Animator>();
}
public void TakeDamage(int damageToTake)
{
@@ -46,8 +53,22 @@ public abstract class Character : MonoBehaviour, IInteractable
Die();
}
public void Die ()
public void Die()
{
GameObject lootBag = Instantiate(lootDropPrefab, transform.position, Quaternion.identity);
LootDrop lootDropScript = lootBag.GetComponent<LootDrop>();
if (inventory != null && lootDropScript != null)
{
// Pass BOTH the items dictionary AND the gold amount to the loot bag
lootDropScript.Setup(inventory.items, inventory.Gold);
}
if (this is Enemy enemy && Player.Current != null)
{
Player.Current.GainExperience(ExperienceReward);
}
Debug.Log($"{charName} has been defeated and dropped a loot bag.");
Destroy(gameObject);
}
@@ -89,4 +110,28 @@ public abstract class Character : MonoBehaviour, IInteractable
break;
}
}
public virtual void Attack(Character targetToAttack)
{
if (targetToAttack == null) return;
// Trigger the animation
animator.SetTrigger("attack");
// Perform the attack based on the type set in the Inspector
switch (attackType)
{
case AttackType.Melee:
// Instant damage
targetToAttack.TakeDamage(Damage);
Instantiate(attackPrefab, transform.position + Vector3.up, Quaternion.LookRotation(targetToAttack.transform.position - transform.position));
break;
case AttackType.Ranged:
case AttackType.Magic:
// Instantiate a projectile for Ranged or Magic
GameObject proj = Instantiate(attackPrefab, transform.position + Vector3.up, Quaternion.LookRotation(targetToAttack.transform.position - transform.position));
proj.GetComponent<Projectile>().Setup(this);
break;
}
}
}

View File

@@ -7,6 +7,7 @@ public class CharacterController : MonoBehaviour
{
private float moveToUpdateRate = 0.1f;
private float lastMoveToUpdate;
private IInteractable targetInteractable;
private Transform moveTarget;
private NavMeshAgent agent;
private Animator animator;
@@ -31,6 +32,19 @@ public class CharacterController : MonoBehaviour
float normalisedSpeed = speed / agent.speed;
animator.SetFloat("moveSpeed", normalisedSpeed);
}
if (targetInteractable != null)
{
// Check if we've reached the destination
// agent.remainingDistance is not always reliable, so we also check velocity
if (!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance && agent.velocity.sqrMagnitude == 0f)
{
// We've arrived. Trigger the interaction.
targetInteractable.OnInteract();
// Clear the pending interaction so it doesn't fire again
targetInteractable = null;
}
}
}
public void LookTowards (Vector3 direction)
@@ -48,6 +62,14 @@ public class CharacterController : MonoBehaviour
agent.SetDestination(position);
agent.isStopped = false;
}
public void MoveToInteractable(Vector3 position, IInteractable interactable)
{
agent.SetDestination(position);
agent.isStopped = false;
// Remember the interactable we want to trigger on arrival
targetInteractable = interactable;
}
public void StopMovement ()
{

View File

@@ -15,6 +15,7 @@ public class ClickController : MonoBehaviour
[SerializeField] private LayerMask layerMask;
[SerializeField] private TextMeshProUGUI promptText;
void Update ()
{
Hover();
@@ -32,17 +33,19 @@ public class ClickController : MonoBehaviour
// Shoot a raycast from our mouse to what ever we are pointing at.
if (Physics.Raycast(ray, out hit, 1000, layerMask))
{
// This single block now handles NPCs, ItemObjects, and more!
if (hit.collider.TryGetComponent(out IInteractable interactable))
{
interactable.OnInteract();
}
else if (hit.collider.TryGetComponent(out Enemy enemy))
if (hit.collider.TryGetComponent(out Enemy enemy))
{
// Combat targeting is a different action, so it's fine to keep it separate.
Debug.Log("Enemy Clicked");
Player.Current.SetTarget(enemy);
}
// This single block now handles NPCs, ItemObjects, and more!
else if (hit.collider.TryGetComponent(out IInteractable interactable))
{
Player.Current.Controller.MoveToInteractable(hit.point, interactable);
//interactable.OnInteract();
}
else if (hit.collider.gameObject.layer == LayerMask.NameToLayer("Ground"))
{
Debug.Log("Ground Clicked");
@@ -59,25 +62,38 @@ public class ClickController : MonoBehaviour
// Shoot a raycast from our mouse to what ever we are pointing at.
if (Physics.Raycast(ray, out hit, 1000, layerMask))
{
//int hitLayer = hit.collider.gameObject.layer;
//if (hitLayer == LayerMask.NameToLayer("Interactable"))
if(hit.collider.TryGetComponent(out IInteractable interactable))
{
// Set the position of the prompt to the mouse position
promptText.rectTransform.position = mousePos + new Vector2(15, -15);
promptText.gameObject.SetActive(true);
promptText.text = interactable.GetInteractPrompt();
if (hit.collider.TryGetComponent(out Character character))
{
HealthBarUI.instance.UpdateInfoPanel(character.charName, character.level, character.attitude);
//HealthBarUI.instance.UpdateInfoPanel(character.charName, character.level, character.attitude);
if(character.attitude == Character.Attitude.Hostile)
{
promptText.color = Color.red;
}
else if(character.attitude == Character.Attitude.Friendly)
{
promptText.color = Color.green;
}
else
{
promptText.color = Color.yellow;
}
}
else
{
//Debug.Log("Something Else Hovered");
}
// Set the position of the prompt to the mouse position
promptText.rectTransform.position = mousePos + new Vector2(15, -15);
promptText.gameObject.SetActive(true);
promptText.text = interactable.GetInteractPrompt();
}
else
{
promptText.gameObject.SetActive(false);
promptText.text = "";
promptText.color = Color.white;
//Debug.Log("Something Else Hovered");
}
}

View File

@@ -15,7 +15,7 @@ public class Enemy : Character
[Header("Attack")]
private float lastAttackTime;
[SerializeField] private GameObject attackPrefab;
//[SerializeField] private GameObject attackPrefab;
private float targetDistance;
@@ -103,7 +103,16 @@ public class Enemy : Character
// Create a projectile and shoot it at our target.
void AttackTarget ()
{
GameObject proj = Instantiate(attackPrefab, transform.position + Vector3.up, Quaternion.LookRotation(target.transform.position - transform.position));
proj.GetComponent<Projectile>().Setup(this);
Attack(target);
/*if (attackType == AttackType.Melee)
{
target.TakeDamage(Damage);
return;
}
else
{
GameObject proj = Instantiate(attackPrefab, transform.position + Vector3.up, Quaternion.LookRotation(target.transform.position - transform.position));
proj.GetComponent<Projectile>().Setup(this);
}*/
}
}

View File

@@ -10,9 +10,10 @@ public class HealthBarUI : MonoBehaviour
private void Awake() { instance = this; }
[SerializeField] private Image healthFill;
[SerializeField] private Character character;
[SerializeField] private TextMeshProUGUI nameText;
[SerializeField] private TextMeshProUGUI levelText;
[SerializeField] private TextMeshProUGUI attitudeTxt;
[SerializeField] private TextMeshProUGUI expTxt;
[SerializeField] private TextMeshProUGUI levelTxt;
[SerializeField] private TextMeshProUGUI healthTxt;
[SerializeField] private TextMeshProUGUI damageTxt;
[SerializeField] private TextMeshProUGUI goldTxt;
@@ -40,11 +41,12 @@ public class HealthBarUI : MonoBehaviour
{
healthFill.fillAmount = (float)character.CurHp / (float)character.MaxHp;
}
public void UpdateInfoPanel(string name, int level, Character.Attitude attitude)
public void UpdateInfoPanel(int exp, int level, int damage, int health)
{
nameText.text = "Name: " + name;
levelText.text = "Level: " + level;
attitudeTxt.text = "Attitude " + attitude;
expTxt.text = "Exp: " + exp;
levelTxt.text = "Level: " + level;
damageTxt.text = "Health " + health;
goldTxt.text = "Damage " + damage;
}
public void UpdateGold(int gold)
{

View File

@@ -1,10 +1,11 @@
using UnityEngine;
using System.Collections.Generic;
using System.Text;
public class Inventory : MonoBehaviour
{
public int maxCapacity = 20;
protected Dictionary<string, int> items = new();
public Dictionary<string, int> items = new();
public List<InventoryEntry> startingItems; //List for inspector
private int gold;
public int Gold
@@ -18,30 +19,36 @@ public class Inventory : MonoBehaviour
// Initialize inventory with starting items
foreach (var entry in startingItems)
{
for (int i = 0; i < entry.quantity; i++)
{
AddItem(entry.itemName);
}
AddItem(entry.itemName, entry.quantity);
}
}
// 'virtual' allows this method to be overridden by subclasses like PlayerInventory
public virtual void AddItem(string itemName)
public virtual void AddItem(string itemName, int quantity)
{
if (items.Count >= maxCapacity && !items.ContainsKey(itemName))
// Handle Gold as a special
if (itemName == "Gold")
{
Debug.Log("Inventory is full. Cannot add new item: " + itemName);
return;
Gold += quantity;
Debug.Log($"Added {quantity} Gold. Total: {Gold}");
return; // Stop here, don't add Gold to the items dictionary
}
if (items.ContainsKey(itemName))
{
items[itemName]++;
items[itemName] += quantity;
}
else
{
items[itemName] = 1;
if (items.Count < maxCapacity)
{
items[itemName] = quantity;
}
else
{
Debug.Log("Inventory is full. Cannot add: " + itemName);
return;
}
}
Debug.Log($"Added {itemName} to an inventory. Total: {items[itemName]}");
Debug.Log($"Added {quantity} {itemName}(s). Total: {items[itemName]}");
}
public void RemoveItem(string itemName)
@@ -52,10 +59,30 @@ public class Inventory : MonoBehaviour
{
return items.ContainsKey(itemName) ? items[itemName] : 0;
}
}
[System.Serializable]
public class InventoryEntry
{
public string itemName;
public int quantity;
public string GetInventoryContentsAsString()
{
// Use a StringBuilder for efficient string creation
StringBuilder sb = new StringBuilder();
sb.AppendLine("--- INVENTORY ---");
// Add the Gold amount
sb.AppendLine($"Gold: {Gold}");
sb.AppendLine(); // Add a blank line
// Check if there are any items
if (items.Count == 0)
{
sb.AppendLine("No items.");
}
else
{
// Loop through the items dictionary and add each one to the string
foreach (KeyValuePair<string, int> item in items)
{
sb.AppendLine($"{item.Key}: {item.Value}");
}
}
return sb.ToString();
}
}

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@@ -0,0 +1,6 @@
[System.Serializable]
public class InventoryEntry
{
public string itemName;
public int quantity;
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 31ecb941d1b756c4aa1d4c4ef1ed3cac

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@@ -0,0 +1,45 @@
using UnityEngine;
using System.Collections.Generic;
public class LootDrop : MonoBehaviour, IInteractable
{
// This list will hold the loot data after being mapped from the dictionary.
public List<InventoryEntry> itemsToDrop = new();
// This method receives the enemy's inventory and maps it to our list.
public void Setup(IReadOnlyDictionary<string, int> items, int gold)
{
// Add gold to the list for looting
if (gold > 0)
{
itemsToDrop.Add(new InventoryEntry { itemName = "Gold", quantity = gold });
}
// Add other items to the list
foreach (KeyValuePair<string, int> item in items)
{
itemsToDrop.Add(new InventoryEntry { itemName = item.Key, quantity = item.Value });
}
}
// This is from the IInteractable interface.
public string GetInteractPrompt()
{
return "Loot";
}
// This is called when the player clicks on the loot bag.
public void OnInteract()
{
Debug.Log("Looting items...");
foreach (var entry in itemsToDrop)
{
// Add each item to the player's inventory.
PlayerInventory.instance.AddItem(entry.itemName, entry.quantity);
Debug.Log($"Added {entry.quantity} x {entry.itemName} to player inventory.");
}
// Destroy the loot bag after it has been looted.
Destroy(gameObject);
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 14cd6fa625579ae4b968ebcabe552b17

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@@ -7,15 +7,18 @@ public class Player : Character
[SerializeField] private float attackRange;
[SerializeField] private float attackRate;
private float lastAttackTime;
[SerializeField] private GameObject attackPrefab;
private int experience;
//[SerializeField] private GameObject attackPrefab;
public static Player Current;
private Animator animator;
//private Animator animator;
void Awake()
{
Current = this;
animator = GetComponentInChildren<Animator>();
HealthBarUI.instance.UpdateInfoPanel(experience, this.Level, this.Damage, this.MaxHp);
}
void Update()
@@ -24,18 +27,20 @@ public class Player : Character
{
float targetDistance = Vector3.Distance(transform.position, target.transform.position);
if (targetDistance < attackRange)
if (targetDistance < AttackRange)
{
Controller.StopMovement();
Controller.LookTowards(target.transform.position - transform.position);
if (Time.time - lastAttackTime > attackRate && target.GetComponent<Enemy>() != null)
if (Time.time - lastAttackTime > AttackRate && target.GetComponent<Enemy>() != null)
{
animator.SetTrigger("attack");
lastAttackTime = Time.time;
Attack(target);
/*animator.SetTrigger("attack");
lastAttackTime = Time.time;
GameObject proj = Instantiate(attackPrefab, target.transform.position + Vector3.up, Quaternion.LookRotation(target.transform.position - transform.position));
proj.GetComponent<Projectile>().Setup(this);
proj.GetComponent<Projectile>().DamageTarget(target);
proj.GetComponent<Projectile>().DamageTarget(target);*/
}
}
else
@@ -44,4 +49,24 @@ public class Player : Character
}
}
}
public void GainExperience(int experienceToGain)
{
experienceToGain += experience;
int experienceToNextLevel = this.Level * 100; // Example formula for leveling up
if (experienceToGain >= experienceToNextLevel)
{
LevelUp();
}
Debug.Log("Gained " + experienceToGain + " experience.");
HealthBarUI.instance.UpdateInfoPanel(experience, this.Level, this.Damage, this.MaxHp);
}
private void LevelUp()
{
Level++;
MaxHp += 10; // Increase max health
Damage += 2; // Increase damage
CurHp = MaxHp; // Restore health on level up
HealthBarUI.instance.UpdateInfoPanel(experience, this.Level, this.Damage, this.MaxHp);
Debug.Log("Leveled up to " + Level + "!");
}
}

View File

@@ -6,7 +6,15 @@ public class PlayerInventory : Inventory
private void Awake()
{
instance = this;
if (instance != null && instance != this)
{
Destroy(this.gameObject);
return;
}
else
{
instance = this;
}
}
void Start()
@@ -16,13 +24,23 @@ public class PlayerInventory : Inventory
}
// 'override' modifies the base AddItem method to add UI updates
public override void AddItem(string itemName)
public override void AddItem(string itemName, int quantity)
{
// This calls the base AddItem logic first
base.AddItem(itemName);
if (itemName == "Gold")
{
Gold += quantity;
HealthBarUI.instance.UpdateGold(Gold + quantity);
}
else
{ // This calls the base AddItem logic first
base.AddItem(itemName, quantity);
}
// Then, it adds the player-specific UI update
Debug.Log("Updating player UI for item: " + itemName);
// You would add your specific UI update logic here, e.g., UpdateInventoryUI();
}
public void ShotInventory()
{
Debug.Log(GetInventoryContentsAsString());
}
}

View File

@@ -2,27 +2,18 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Projectile : MonoBehaviour
public class Projectile : Weapon
{
[SerializeField] private float moveSpeed;
[SerializeField] private int damage;
[SerializeField] private float lifetime = 5.0f;
private Character owner;
private Rigidbody rig;
void Start()
{
rig = GetComponent<Rigidbody>();
rig.linearVelocity = transform.forward * moveSpeed;
Destroy(gameObject, lifetime);
rig.linearVelocity = transform.forward * moveSpeed;
}
public void Setup(Character character)
{
owner = character;
}
void OnTriggerEnter(Collider other)
{
Character hit = other.GetComponent<Character>();
@@ -33,12 +24,4 @@ public class Projectile : MonoBehaviour
Destroy(gameObject);
}
}
public void DamageTarget(Character target)
{
if (target != null && target != owner)
{
target.TakeDamage(damage);
//Destroy(gameObject);
}
}
}

26
Assets/Scripts/Weapon.cs Normal file
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@@ -0,0 +1,26 @@
using UnityEngine;
using static UnityEngine.UI.GridLayoutGroup;
public class Weapon : MonoBehaviour
{
[SerializeField] protected int damage;
protected Character owner;
void Start()
{
}
public void Setup(Character character)
{
owner = character;
}
public void DamageTarget(Character target)
{
if (target != null && target != owner)
{
target.TakeDamage(damage);
//Destroy(gameObject);
}
}
}

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- _SPECULAR_COLOR
m_InvalidKeywords: []
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@@ -0,0 +1,162 @@
# Changelog
All notable changes to this package will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
Changelog can be found online at [Super Simple Skybox Changelog](https://www.occasoftware.com/changelogs/super-simple-skybox).
## [5.0.0] - 2023-06-26
This version is compatible with Unity 2022.3.0f1
### Added
- Added option to control iterations, gain, and lacunarity of cloud texture sampling, giving greater control over the final cloud look.
## [4.2.1] - 2023-06-21
This version is compatible with Unity 2022.3.0f1
### Fixed
- Fixed an issue with the star main light matrix.
## [4.2.0] - 2023-06-21
This version is compatible with Unity 2021.3.0f1
### Fixed
- Fixed an issue with the static sun component which would cause it not to appear in the editor.
### Added
- Added a static moon component
- Added editor start menu with various helpful links
## [4.1.2] - 2023-05-22
### Fixed
- Fixed an issue where Cloud Opacity was controlling Cloud Sharpness, and Cloud Sharpness was missing from the inspector
## [4.1.1] - 2023-05-11
### Changed
- The Samples~/ directory is now just Samples/.
## [4.1.0] - 2023-05-09
### Added
- You can now control the ground height.
### Changed
- You can now use both procedural stars and texture stars at the same time. Some settings are shared between the two.
- Cleaned up the editor GUI and renamed a few options.
### Removed
- Prefabs are no longer included in the demo project. The recommended setup path for the asset is now to simply add the components.
### Fixed
- Fixed an issue with the Sample scene.
## [4.0.0] - 2023-05-07
### Changed
- Migrated from Asset to Package. This asset will now appear in Packages/SuperSimpleSkybox rather than Assets/OccaSoftware/SuperSimpleSkybox. Samples are now optional additional packages.
- Updated the OnSunriseSunsetDemo.cs demo script so that it no longer changes the sky color on time of day changes.
## [3.1.2] - April 17, 2023
- Fixed an issue with the Cloud Height Falloff property.
## [3.1.1] - March 9, 2023
- Corrected some language in the Readme
- Removed an unnecessary Using directive.
- Added Documentation and Registration links to the editor.
- Added more cloud textures, bringing the total to 30 cloud textures.
## [3.1.0] - March 2, 2023
- Clouds now have improved shading. You can control the shading intensity with the Shading Intensity slider.
- Clouds now more accurately respond to changes in the directional light.
- Clouds are now affected by an ambient lighting term.
- Clouds are now more opaque by default. You can now control the cloud opacity more accurately using the Opacity slider in the Clouds/Look Settings section.
- Added a prefab for the Moon object.
- Added a "Constant Color Mode". The Constant Color Mode enables you to set fixed Skybox colors that will not change regardless of the sun and moon position. The Constant Color Mode is accompanied with a simplified editor that hides the Night color options. The Day and Night Colors mode continues to work as normal.
## [3.0.2] - February 23, 2023
- The new VR Skybox component was not included in the upload files with release 3.0.1. This release correctly includes that component in the release.
## [3.0.1] - February 21, 2023
- Added a VR Skybox option
- To use it, simply drag-and-drop the VR Skybox prefab into your scene
- Add your main camera as the camera target
- Make sure to use the correct material for the VR Skybox material slot
- Fixed potential null reference errors that could occur from the callback demo.
## [3.0.0] - February 3, 2023
- SetSunPosition.cs is now replaced with DirectionalLight.cs.
- Added two new components, Sun.cs and Moon.cs, which inherit from DirectionalLight.cs.
- These new components enable you to position the sun and moon independently of each other.
- Added events for sunrise, sunset, moonrise, and moonset. Subscribe to OnRise or OnSet in Sun.cs and/or Moon.cs.
- Star rotation can now be handled independently with the SetStarRotation.cs component. Typically, you want to add this to the same game object as Sun.cs.
- The sun and moon now automatically handle their own shadows and intensity based on the position relative to the zenith. This is an optional feature.
- Rotation Speed has been changed to Rotations Per Hour to simplify time of day management.
## [2.1.0] - February 2, 2023
- Added 8 additional cloud textures.
## [2.0.3] - January 10, 2023
- Fixed an issue with environmental lighting. Now correctly uses the Skybox color when the Environmental Lighting Source is set to Skybox.
## [2.0.2] - January 1, 2023
- Fixed an issue with orthographic rendering. Now correctly supports orthographic perspective.
## [2.0.1] - October 3, 2022
- Fixed an issue where the sun position vector was incorrectly overwriting the sky zenith color in built projects.
## [2.0.0] - September 12, 2022
- The sun is now a sun disc with physically-based limb darkening.
- The sun angular diameter property replaces the sun size property.
- You can now disable sun sky lighting (i.e., sun falloff and sunset modifiers).
- Added procedural star rendering option.
- Added star saturation option.
- Added a custom UI, with separate sections for Ground Settings, Sky Settings, Sun Settings, Moon Settings, Star Settings, and Cloud Settings.
## [1.4.2] - June 17, 2022
- The shader was incorrectly set to Depth Test Always, causing other objects to fail to appear on screen. This has been fixed.
- Updated demo scene.
## [1.4.1]
- The shader was incorrectly failing to identify when being used on Built-In Render Pipeline, which caused the Skybox to render pink in some cases. This has been fixed.
## [1.4.0]
- Now works on Built-In Render Pipeline (requires Shader Graph).
- Updated baseline Unity version to 2021.3.
## [1.3.0]
- There is now a Moon disc rendered in the sky rendered with physically-based limb darkening. The moon disc will always appear directly opposite the sun. You can control the Moon Disc size, color, and lighting falloff from the SuperSimpleSkybox Material.
## [1.2.0]
- You can now control the Sun Falloff using the Sun Falloff float in the Material editor. This may be useful in cases where you want a tighter emissive region in the skybox. This setting can cause the sun to completely disappear at lower sun sizes, so...
- You can now increase the Sun Size from [0, 1] (previously clamped to [0, 0.1]).
## [1.1.0]
- You can now hide the ground layer by unchecking the "Use Ground" checkbox in the Material editor. This may be useful in cases where the ground layer is visible and you wish it to be hidden.
## [1.0.0]
- Initial Release.

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"name": "OccaSoftware.SuperSimpleSkybox.Editor",
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@@ -0,0 +1,390 @@
using UnityEngine;
using UnityEditor;
namespace OccaSoftware.SuperSimpleSkybox.Editor
{
public class SkyboxEditorGUI : ShaderGUI
{
Material t;
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
t = materialEditor.target as Material;
MaterialEditor e = materialEditor;
// Ground
MaterialProperty groundColor = FindProperty("_GroundColor", properties);
MaterialProperty groundEnabled = FindProperty("_GroundEnabled", properties);
MaterialProperty groundFadeAmount = FindProperty("_GroundFadeAmount", properties);
MaterialProperty groundHeight = FindProperty("_Ground_Height", properties);
// Sky Colors
MaterialProperty constantColorMode = FindProperty("_Constant_Color_Mode", properties);
MaterialProperty skyColorBlend = FindProperty("_SkyColorBlend", properties);
MaterialProperty horizonColorDay = FindProperty("_HorizonColorDay", properties);
MaterialProperty skyColorDay = FindProperty("_SkyColorDay", properties);
MaterialProperty horizonColorNight = FindProperty("_HorizonColorNight", properties);
MaterialProperty skyColorNight = FindProperty("_SkyColorNight", properties);
MaterialProperty horizonSaturationFalloff = FindProperty("_HorizonSaturationFalloff", properties);
MaterialProperty horizonSaturationAmount = FindProperty("_HorizonSaturationAmount", properties);
// Sun
MaterialProperty sunEnabled = FindProperty("_Sun_Enabled", properties);
MaterialProperty sunColorZenith = FindProperty("_SunColorZenith", properties);
MaterialProperty sunColorHorizon = FindProperty("_SunColorHorizon", properties);
MaterialProperty sunAngularDiameter = FindProperty("_SunAngularDiameter", properties);
MaterialProperty sunFalloffIntensity = FindProperty("_SunFalloffIntensity", properties);
MaterialProperty sunFalloff = FindProperty("_SunFalloff", properties);
MaterialProperty sunSkyLightingEnabled = FindProperty("_SunSkyLightingEnabled", properties);
// Sunset
MaterialProperty sunsetHorizontalFalloff = FindProperty("_SunsetHorizontalFalloff", properties);
MaterialProperty sunsetVerticalFalloff = FindProperty("_SunsetVerticalFalloff", properties);
MaterialProperty sunsetRadialFalloff = FindProperty("_SunsetRadialFalloff", properties);
MaterialProperty sunsetIntensity = FindProperty("_SunsetIntensity", properties);
// Clouds
MaterialProperty cloudsEnabled = FindProperty("_Clouds_Enabled", properties);
MaterialProperty cloudTexture = FindProperty("_CloudTexture", properties);
MaterialProperty cloudWindSpeed = FindProperty("_CloudWindSpeed", properties);
MaterialProperty cloudiness = FindProperty("_Cloudiness", properties);
MaterialProperty cloudOpacity = FindProperty("_CloudOpacity", properties);
MaterialProperty cloudSharpness = FindProperty("_CloudSharpness", properties);
MaterialProperty cloudShadingIntensity = FindProperty("_Shading_Intensity", properties);
MaterialProperty cloudFalloff = FindProperty("_CloudFalloff", properties);
MaterialProperty cloudScale = FindProperty("_CloudScale", properties);
MaterialProperty cloudColorDay = FindProperty("_CloudColorDay", properties);
MaterialProperty cloudColorNight = FindProperty("_CloudColorNight", properties);
MaterialProperty cloudIterations = FindProperty("_Cloud_Iterations", properties);
MaterialProperty cloudGain = FindProperty("_Cloud_Gain", properties);
MaterialProperty cloudLacunarity = FindProperty("_Cloud_Lacunarity", properties);
// Stars
MaterialProperty starsEnabled = FindProperty("_Stars_Enabled", properties);
MaterialProperty starTexture = FindProperty("_StarTexture", properties);
MaterialProperty starHorizonFalloff = FindProperty("_StarHorizonFalloff", properties);
MaterialProperty starScale = FindProperty("_StarScale", properties);
MaterialProperty starSpeed = FindProperty("_StarSpeed", properties);
MaterialProperty starIntensity = FindProperty("_StarIntensity", properties);
MaterialProperty starDaytimeBrightness = FindProperty("_StarDaytimeBrightness", properties);
MaterialProperty starSaturation = FindProperty("_StarSaturation", properties);
MaterialProperty proceduralStarsEnabled = FindProperty("_ProceduralStarsEnabled", properties);
MaterialProperty textureStarsEnabled = FindProperty("_Use_Texture_Stars", properties);
MaterialProperty textureStarTint = FindProperty("_Star_Texture_Tint", properties);
MaterialProperty starSharpness = FindProperty("_StarSharpness", properties);
MaterialProperty starFrequency = FindProperty("_StarFrequency", properties);
// Moon
MaterialProperty moonEnabled = FindProperty("_Moon_Enabled", properties);
MaterialProperty moonAngularDiameter = FindProperty("_MoonAngularDiameter", properties);
MaterialProperty moonFalloffAmount = FindProperty("_MoonFalloff", properties);
MaterialProperty moonColor = FindProperty("_MoonColor", properties);
ColorMode currentColorMode = (ColorMode)constantColorMode.floatValue;
DrawCommonProperties();
DrawGroundProperties();
DrawSkyProperties();
DrawSunProperties();
DrawMoonProperties();
DrawStarProperties();
DrawCloudProperties();
DrawLinks();
Validate();
void DrawCommonProperties()
{
EditorGUILayout.LabelField("Common Settings", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUI.BeginChangeCheck();
constantColorMode.floatValue = (float)(ColorMode)EditorGUILayout.EnumPopup("Color Mode", (ColorMode)constantColorMode.floatValue);
if (EditorGUI.EndChangeCheck())
{
e.PropertiesChanged();
}
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
void DrawGroundProperties()
{
EditorGUILayout.LabelField("Ground Settings", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
e.ShaderProperty(groundEnabled, "Enabled");
if (groundEnabled.floatValue == 1)
{
e.ShaderProperty(groundColor, "Color");
e.ShaderProperty(groundHeight, "Height");
e.ShaderProperty(groundFadeAmount, "Fade Amount");
}
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
void DrawSkyProperties()
{
EditorGUILayout.LabelField("Sky Settings", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
e.ShaderProperty(skyColorBlend, "Horizon-Sky Blend");
string title = currentColorMode == ColorMode.Constant ? "Colors" : "Day Colors";
EditorGUILayout.LabelField(title, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
e.ShaderProperty(horizonColorDay, "Horizon");
e.ShaderProperty(skyColorDay, "Sky");
EditorGUI.indentLevel--;
if (currentColorMode == ColorMode.DayAndNightColors)
{
EditorGUILayout.LabelField("Night Colors", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
e.ShaderProperty(horizonColorNight, "Horizon");
e.ShaderProperty(skyColorNight, "Sky");
EditorGUI.indentLevel--;
}
EditorGUILayout.LabelField("Horizon Saturation", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
e.ShaderProperty(horizonSaturationAmount, "Amount");
if (horizonSaturationAmount.floatValue < 1.0f)
{
e.ShaderProperty(horizonSaturationFalloff, "Falloff");
}
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
void DrawSunProperties()
{
// Sun
EditorGUILayout.LabelField("Sun Settings", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
e.ShaderProperty(sunEnabled, "Sun Enabled");
if (sunEnabled.floatValue == 1.0f)
{
e.ShaderProperty(sunAngularDiameter, "Angular Diameter");
e.ShaderProperty(sunColorHorizon, "Horizon Color");
e.ShaderProperty(sunColorZenith, "Zenith Color");
e.ShaderProperty(sunSkyLightingEnabled, "Sky Lighting Enabled");
if (sunSkyLightingEnabled.floatValue == 1)
{
e.ShaderProperty(sunFalloff, "Falloff Amount");
e.ShaderProperty(sunFalloffIntensity, "Falloff Intensity");
EditorGUILayout.LabelField("Sunset Settings", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
e.ShaderProperty(sunsetIntensity, "Intensity");
e.ShaderProperty(sunsetRadialFalloff, "Radial Falloff");
e.ShaderProperty(sunsetHorizontalFalloff, "Horizontal Falloff");
e.ShaderProperty(sunsetVerticalFalloff, "Vertical Falloff");
EditorGUI.indentLevel--;
}
}
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
void DrawMoonProperties()
{
EditorGUILayout.LabelField("Moon Settings", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
e.ShaderProperty(moonEnabled, "Moon Enabled");
if (moonEnabled.floatValue == 1.0f)
{
e.ShaderProperty(moonAngularDiameter, "Angular Diameter");
e.ShaderProperty(moonColor, "Color");
e.ShaderProperty(moonFalloffAmount, "Falloff Amount");
}
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
void DrawStarProperties()
{
// Stars
EditorGUILayout.LabelField("Star Settings", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
e.ShaderProperty(starsEnabled, "Stars Enabled");
if (starsEnabled.floatValue == 1.0f)
{
EditorGUILayout.LabelField("Common");
EditorGUI.indentLevel++;
e.ShaderProperty(starIntensity, "Brightness");
if (currentColorMode == ColorMode.DayAndNightColors)
{
e.ShaderProperty(starDaytimeBrightness, "Daytime Brightness");
}
e.ShaderProperty(starHorizonFalloff, "Horizon Falloff");
e.ShaderProperty(starSaturation, "Saturation");
EditorGUI.indentLevel--;
proceduralStarsEnabled.floatValue = EditorGUILayout.Toggle(
new GUIContent("Procedural Stars Enabled"),
proceduralStarsEnabled.floatValue == 1.0f ? true : false
)
? 1.0f
: 0.0f;
if (proceduralStarsEnabled.floatValue == 1.0f)
{
EditorGUI.indentLevel++;
e.ShaderProperty(starSharpness, "Sharpness");
e.ShaderProperty(starFrequency, "Amount");
EditorGUI.indentLevel--;
}
textureStarsEnabled.floatValue = EditorGUILayout.Toggle(
new GUIContent("Star Texture Enabled"),
textureStarsEnabled.floatValue == 1.0f ? true : false
)
? 1.0f
: 0.0f;
if (textureStarsEnabled.floatValue == 1.0f)
{
EditorGUI.indentLevel++;
starTexture.textureValue = (Texture)
EditorGUILayout.ObjectField(
"Texture",
starTexture.textureValue,
typeof(Texture),
true,
GUILayout.Height(EditorGUIUtility.singleLineHeight)
);
if (starTexture.textureValue != null)
{
e.ShaderProperty(textureStarTint, "Tint");
e.ShaderProperty(starScale, "Scale");
e.ShaderProperty(starSpeed, "Rotation Speed");
}
EditorGUI.indentLevel--;
}
}
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
void DrawCloudProperties()
{
EditorGUILayout.LabelField("Cloud Settings", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
e.ShaderProperty(cloudsEnabled, "Clouds Enabled");
if (cloudsEnabled.floatValue == 1.0f)
{
EditorGUILayout.LabelField("Texture Settings", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
Texture cachedTexture = cloudTexture.textureValue;
cloudTexture.textureValue = (Texture)
EditorGUILayout.ObjectField(
"Texture",
cloudTexture.textureValue,
typeof(Texture),
true,
GUILayout.Height(EditorGUIUtility.singleLineHeight)
);
if (cachedTexture == null && cloudTexture.textureValue != null)
cloudiness.floatValue = 0.5f;
if (cloudTexture.textureValue != null)
{
Vector2Int s = EditorGUILayout.Vector2IntField(
"Scale",
new Vector2Int((int)cloudScale.vectorValue.x, (int)cloudScale.vectorValue.y)
);
cloudScale.vectorValue = new Vector4(s.x, s.y, 0, 0);
cloudWindSpeed.vectorValue = EditorGUILayout.Vector2Field("Speed", cloudWindSpeed.vectorValue);
EditorGUI.indentLevel--;
EditorGUILayout.LabelField("Look Settings", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
e.ShaderProperty(cloudiness, "Cloudiness");
e.ShaderProperty(cloudOpacity, "Opacity");
e.ShaderProperty(cloudSharpness, "Sharpness");
e.ShaderProperty(cloudShadingIntensity, "Shading Intensity");
e.ShaderProperty(cloudFalloff, "Zenith Falloff");
DrawIntegerProperty(cloudIterations, new GUIContent("Iterations"), 1, 4);
if (cloudIterations.floatValue >= 2)
{
EditorGUI.indentLevel++;
e.ShaderProperty(cloudGain, "Gain");
DrawIntegerProperty(cloudLacunarity, new GUIContent("Lacunarity"), 2, 5);
EditorGUI.indentLevel--;
}
EditorGUI.indentLevel--;
EditorGUILayout.LabelField("Color Settings", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
string title = currentColorMode == ColorMode.Constant ? "Cloud Color" : "Day";
e.ShaderProperty(cloudColorDay, title);
if (currentColorMode == ColorMode.DayAndNightColors)
{
e.ShaderProperty(cloudColorNight, "Night");
}
EditorGUI.indentLevel--;
}
else
{
cloudiness.floatValue = 0;
}
}
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
void DrawLinks()
{
EditorGUILayout.BeginVertical();
if (EditorGUILayout.LinkButton("Manual"))
{
Application.OpenURL("https://www.occasoftware.com/assets/super-simple-skybox");
}
EditorGUILayout.Space();
EditorGUILayout.EndVertical();
}
void Validate()
{
sunAngularDiameter.floatValue = Mathf.Max(sunAngularDiameter.floatValue, 0);
sunFalloff.floatValue = Mathf.Max(sunFalloff.floatValue, 0);
sunFalloffIntensity.floatValue = Mathf.Max(sunFalloffIntensity.floatValue, 0);
moonAngularDiameter.floatValue = Mathf.Max(moonAngularDiameter.floatValue, 0);
moonFalloffAmount.floatValue = Mathf.Max(moonFalloffAmount.floatValue, 0);
starSaturation.floatValue = Mathf.Max(starSaturation.floatValue, 0);
}
void DrawIntegerProperty(MaterialProperty p, GUIContent c, int min, int max)
{
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = p.hasMixedValue;
float v = EditorGUILayout.IntSlider(c, (int)p.floatValue, min, max);
if (EditorGUI.EndChangeCheck())
{
p.floatValue = v;
}
EditorGUI.showMixedValue = false;
}
}
private enum StarControlState
{
Texture,
Procedural
}
private enum ColorMode
{
DayAndNightColors,
Constant
}
}
}

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com.occasoftware.super-simple-skybox copyright © 2023 OccaSoftware LLC
Licensed under the Unity Asset Store EULA for Unity Asset Store Packages -- see [Unity Asset Store Terms](https://unity.com/legal/as-terms).
Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.

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{
"name": "OccaSoftware.SuperSimpleSkybox.Runtime",
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using UnityEngine;
namespace OccaSoftware.SuperSimpleSkybox.Runtime
{
internal static class ShaderParams
{
public static int _StarMatrix = Shader.PropertyToID("_MainLightMatrix");
public static int _SunDirection = Shader.PropertyToID("_SunDirection");
public static int _MoonDirection = Shader.PropertyToID("_MoonDirection");
}
}

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using System;
using UnityEngine;
namespace OccaSoftware.SuperSimpleSkybox.Runtime
{
/// <summary>
/// This component automatically rotates the sun and sets the light intensity from the angle.
/// </summary>
[ExecuteAlways]
[RequireComponent(typeof(Light))]
// We hide this component in the inspector Add Component Menu
// It doesn't do anything on its own and is intended only as a base class
// It is extended by Sun.cs, Moon.cs as base functions for automatic light handling.
[AddComponentMenu("OccaSoftware/Super Simple Skybox/")]
public class DirectionalLight : MonoBehaviour
{
[SerializeField]
[Min(0)]
private float rotationsPerHour = 1f;
/// <summary>
/// The rate of rotation of the directional light. Set as number of rotations per hour.
/// </summary>
public float RotationsPerHour
{
get => rotationsPerHour;
set => rotationsPerHour = value;
}
[SerializeField]
private bool automaticLightIntensity = true;
/// <summary>
/// When enabled, the light intensity will be set automatically based on the maximum intensity and alignment with the zenith.
/// </summary>
public bool AutomaticLightIntensity
{
get => automaticLightIntensity;
set => automaticLightIntensity = value;
}
[SerializeField]
[Min(0)]
private float maximumLightIntensity = 2f;
/// <summary>
/// The light intensity when at the zenith.
/// </summary>
public float MaximumLightIntensity
{
get => maximumLightIntensity;
set => maximumLightIntensity = value;
}
private Light _light = null;
public event Action OnRise = null;
public event Action OnSet = null;
/// <summary>
/// Returns the current state of the light (up or down).
/// </summary>
public LightState State
{
get => state;
}
private LightState state;
private float lightAngle;
private float GetLightAngle()
{
return Vector3.Dot(Vector3.down, transform.forward);
}
protected virtual void OnEnable()
{
_light = GetComponent<Light>();
lightAngle = GetLightAngle();
SetInitialLightState();
}
protected virtual void Update()
{
Rotate();
lightAngle = GetLightAngle();
SetLightState();
SetLightIntensity();
}
private void SetInitialLightState()
{
state = LightState.Up;
if (lightAngle < 0f)
state = LightState.Down;
}
/// <summary>
/// Updates the light state if needed.
/// Triggers the appropriate callback.
/// </summary>
private void SetLightState()
{
if (lightAngle > 0f && state == LightState.Down)
{
state = LightState.Up;
OnRise?.Invoke();
}
if (lightAngle < 0f && state == LightState.Up)
{
state = LightState.Down;
OnSet?.Invoke();
}
}
/// <summary>
/// Rotates the transform based on the rotation speed.
/// </summary>
private void Rotate()
{
if (!Application.isPlaying)
return;
if (rotationsPerHour == 0f)
return;
transform.Rotate(
transform.right * rotationsPerHour * Time.deltaTime * 0.1f,
Space.World
);
}
/// <summary>
/// Sets the light intensity based on the alignment between the light direction and the sky peak.
/// </summary>
private void SetLightIntensity()
{
if (!automaticLightIntensity)
return;
if (state == LightState.Down)
{
_light.intensity = 0;
return;
}
float t = Mathf.Clamp01(lightAngle);
t = 1f - Mathf.Pow(1f - t, 2f);
_light.intensity = t * maximumLightIntensity;
_light.shadowStrength = t;
}
/// <summary>
/// The state of the light object.
/// </summary>
public enum LightState
{
Down,
Up
}
}
}

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using UnityEngine;
namespace OccaSoftware.SuperSimpleSkybox.Runtime
{
[AddComponentMenu("OccaSoftware/Super Simple Skybox/Moon")]
public class Moon : DirectionalLight
{
protected override void Update()
{
base.Update();
Shader.SetGlobalVector(ShaderParams._MoonDirection, -transform.forward);
}
}
}

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using UnityEngine;
namespace OccaSoftware.SuperSimpleSkybox.Runtime
{
[ExecuteAlways]
[AddComponentMenu("OccaSoftware/Super Simple Skybox/Moon (Static)")]
public class MoonStatic : MonoBehaviour
{
private void Update()
{
Shader.SetGlobalVector(ShaderParams._MoonDirection, -transform.forward);
}
}
}

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using UnityEngine;
namespace OccaSoftware.SuperSimpleSkybox.Runtime
{
/// <summary>
/// This component uses the local to world matrix of the transform to set the rotation of the stars.
/// Typically, you would set this component on the main directional light in your scene.
/// </summary>
[ExecuteAlways]
[AddComponentMenu("OccaSoftware/Super Simple Skybox/Set Star Rotation")]
public class SetStarRotation : MonoBehaviour
{
void Update()
{
SetMatrix();
}
/// <summary>
/// Sets the main light matrix for the star rotation in the shader.
/// </summary>
private void SetMatrix()
{
Shader.SetGlobalMatrix(ShaderParams._StarMatrix, transform.localToWorldMatrix);
}
}
}

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using UnityEngine;
namespace OccaSoftware.SuperSimpleSkybox.Runtime
{
[AddComponentMenu("OccaSoftware/Super Simple Skybox/Sun")]
public class Sun : DirectionalLight
{
protected override void Update()
{
base.Update();
Shader.SetGlobalVector(ShaderParams._SunDirection, -transform.forward);
}
}
}

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using UnityEngine;
namespace OccaSoftware.SuperSimpleSkybox.Runtime
{
[ExecuteAlways]
[AddComponentMenu("OccaSoftware/Super Simple Skybox/Sun (Static)")]
public class SunStatic : MonoBehaviour
{
private void Update()
{
Shader.SetGlobalVector(ShaderParams._SunDirection, -transform.forward);
}
}
}

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using UnityEngine;
namespace OccaSoftware.SuperSimpleSkybox.Runtime
{
/// <summary>
/// This component synchronizes the position of the VR Skybox with the targeted camera component.
/// </summary>
[ExecuteAlways]
[AddComponentMenu("OccaSoftware/Super Simple Skybox/VR-Compatible Skybox")]
public class VRSkybox : MonoBehaviour
{
[SerializeField]
Camera target;
void Start()
{
if (target == null)
return;
transform.position = target.transform.position;
}
int farClipPlaneCached;
void LateUpdate()
{
if (target == null)
return;
transform.position = target.transform.position;
if (farClipPlaneCached != (int)target.farClipPlane)
{
float targetScale = (int)target.farClipPlane - 1;
farClipPlaneCached = (int)target.farClipPlane;
transform.localScale = FloatToV3(targetScale);
}
}
Vector3 FloatToV3(float x)
{
return new Vector3(x, x, x);
}
}
}

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