City









How do I use City
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: JumpAndRunMovement.cs Copy
40     void UpdateFacingDirection()
41     {
42         if( m_Body.velocity.x > 0.2f )
43         {
44             transform.localScale = new Vector3( 1, 1, 1 );
45         }
46         else if( m_Body.velocity.x < -0.2f )
47         {
48             transform.localScale = new Vector3( -1, 1, 1 );
49         }
50     }
File name: JumpAndRunMovement.cs Copy
68     void UpdateMovement()
69     {
70         Vector2 movementVelocity = m_Body.velocity;
71
72         if( Input.GetAxisRaw( "Horizontal" ) > 0.5f )
73         {
74             movementVelocity.x = Speed;
75
76         }
77         else if( Input.GetAxisRaw( "Horizontal" ) < -0.5f )
78         {
79             movementVelocity.x = -Speed;
80         }
81         else
82         {
83             movementVelocity.x = 0;
84         }
85
86         m_Body.velocity = movementVelocity;
87     }
File name: JumpAndRunMovement.cs Copy
89     void UpdateIsRunning()
90     {
91         m_Animator.SetBool( "IsRunning", Mathf.Abs( m_Body.velocity.x ) > 0.1f );
92     }
File name: BallControl.cs Copy
25  void ResetBall() {
26   vel = new Vector2 (0, 0);
27   rb2d.velocity = vel;
28   transform.position = Vector2.zero;
29  }
File name: BallControl.cs Copy
36  void OnCollisionEnter2D(Collision2D coll) {
37   if (coll.collider.CompareTag ("Player")) {
38    vel.x = rb2d.velocity.x;
39    vel.y = (rb2d.velocity.y / 2.0f) + (coll.collider.attachedRigidbody.velocity.y / 3.0f);
40    rb2d.velocity = vel;
41   }
42  }
File name: PlayerControls.cs Copy
19  void Update () {
20   var vel = rb2d.velocity;
21   if (Input.GetKey (moveUp)) {
22    vel.y = speed;
23   } else if (Input.GetKey (moveDown)) {
24    vel.y = -speed;
25   } else if (!Input.anyKey) {
26    vel.y = 0;
27   }
28   rb2d.velocity = vel;
29
30   var pos = transform.position;
31   if (pos.y > boundY) {
32    pos.y = boundY;
33   } else if (pos.y < -boundY) {
34    pos.y = -boundY;
35   }
36   transform.position = pos;
37  }
File name: GUIFriendsInRoom.cs Copy
15     public void OnGUI()
16     {
17         if (PhotonNetwork.connectionStateDetailed != PeerState.Joined)
18         {
19             return;
20         }
21
22         GUILayout.BeginArea(GuiRect);
23
24         GUILayout.Label("In-Game");
25         GUILayout.Label("For simplicity, this demo just shows the players in this room. The list will expand when more join.");
26         GUILayout.Label("Your (random) name: " + PhotonNetwork.playerName);
27         GUILayout.Label(PhotonNetwork.playerList.Length + " players in this room.");
28         GUILayout.Label("The others are:");
29         foreach (PhotonPlayer player in PhotonNetwork.otherPlayers)
30         {
31             GUILayout.Label(player.ToString());
32         }
33
34         if (GUILayout.Button("Leave"))
35         {
36             PhotonNetwork.LeaveRoom();
37         }
38         GUILayout.EndArea();
39     }
File name: PickupCamera.cs Copy
94     void Apply( Transform dummyTarget, Vector3 dummyCenter )
95     {
96         // Early out if we don't have a target
97         if( !controller )
98             return;
99
100         Vector3 targetCenter = _target.position + centerOffset;
101         Vector3 targetHead = _target.position + headOffset;
102
103         // DebugDrawStuff();
104
105         // Calculate the current & target rotation angles
106         float originalTargetAngle = _target.eulerAngles.y;
107         float currentAngle = cameraTransform.eulerAngles.y;
108
109         // Adjust real target angle when camera is locked
110         float targetAngle = originalTargetAngle;
111
112         // When pressing Fire2 (alt) the camera will snap to the target direction real quick.
113         // It will stop snapping when it reaches the target
114         if( Input.GetButton( "Fire2" ) )
115             snap = true;
116
117         if( snap )
118         {
119             // We are close to the target, so we can stop snapping now!
120             if( AngleDistance( currentAngle, originalTargetAngle ) < 3.0f )
121                 snap = false;
122
123             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, snapSmoothLag, snapMaxSpeed );
124         }
125         // Normal camera motion
126         else
127         {
128             if( controller.GetLockCameraTimer() < lockCameraTimeout )
129             {
130                 targetAngle = currentAngle;
131             }
132
133             // Lock the camera when moving backwards!
134             // * It is really confusing to do 180 degree spins when turning around.
135             if( AngleDistance( currentAngle, targetAngle ) > 160 && controller.IsMovingBackwards() )
136                 targetAngle += 180;
137
138             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, angularSmoothLag, angularMaxSpeed );
139         }
140
141
142         // When jumping don't move camera upwards but only down!
143         if( controller.IsJumping() )
144         {
145             // We'd be moving the camera upwards, do that only if it's really high
146             float newTargetHeight = targetCenter.y + height;
147             if( newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5 )
148                 targetHeight = targetCenter.y + height;
149         }
150         // When walking always update the target height
151         else
152         {
153             targetHeight = targetCenter.y + height;
154         }
155
156         // Damp the height
157         float currentHeight = cameraTransform.position.y;
158         currentHeight = Mathf.SmoothDamp( currentHeight, targetHeight, ref heightVelocity, heightSmoothLag );
159
160         // Convert the angle into a rotation, by which we then reposition the camera
161         Quaternion currentRotation = Quaternion.Euler( 0, currentAngle, 0 );
162
163         // Set the position of the camera on the x-z plane to:
164         // distance meters behind the target
165         cameraTransform.position = targetCenter;
166         cameraTransform.position += currentRotation * Vector3.back * distance;
167
168         // Set the height of the camera
169         cameraTransform.position = new Vector3( cameraTransform.position.x, currentHeight, cameraTransform.position.z );
170
171         // Always look at the target
172         SetUpRotation( targetCenter, targetHead );
173     }
File name: PickupController.cs Copy
151     void Update()
152     {
153         if (isControllable)
154         {
155             if (Input.GetButtonDown("Jump"))
156             {
157                 lastJumpButtonTime = Time.time;
158             }
159
160             UpdateSmoothedMovementDirection();
161
162             // Apply gravity
163             // - extra power jump modifies gravity
164             // - controlledDescent mode modifies gravity
165             ApplyGravity();
166
167             // Apply jumping logic
168             ApplyJumping();
169
170
171             // Calculate actual motion
172             Vector3 movement = moveDirection * moveSpeed + new Vector3(0, verticalSpeed, 0) + inAirVelocity;
173             movement *= Time.deltaTime;
174
175             //Debug.Log(movement.x.ToString("0.000") + ":" + movement.z.ToString("0.000"));
176
177             // Move the controller
178             CharacterController controller = GetComponent();
179             collisionFlags = controller.Move(movement);
180
181         }
182
183         // PUN: if a remote position is known, we smooth-move to it (being late(r) but smoother)
184         if (this.remotePosition != Vector3.zero)
185         {
186             transform.position = Vector3.Lerp(transform.position, this.remotePosition, Time.deltaTime * this.RemoteSmoothing);
187         }
188
189         velocity = (transform.position - lastPos)*25;
190
191         // ANIMATION sector
192         if (_animation)
193         {
194             if (_characterState == PickupCharacterState.Jumping)
195             {
196                 if (!jumpingReachedApex)
197                 {
198                     _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
199                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
200                     _animation.CrossFade(jumpPoseAnimation.name);
201                 }
202                 else
203                 {
204                     _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
205                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
206                     _animation.CrossFade(jumpPoseAnimation.name);
207                 }
208             }
209             else
210             {
211                 if (_characterState == PickupCharacterState.Idle)
212                 {
213                     _animation.CrossFade(idleAnimation.name);
214                 }
215                 else if (_characterState == PickupCharacterState.Running)
216                 {
217                     _animation[runAnimation.name].speed = runMaxAnimationSpeed;
218                     if (this.isControllable)
219                     {
220                         _animation[runAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, runMaxAnimationSpeed);
221                     }
222                     _animation.CrossFade(runAnimation.name);
223                 }
224                 else if (_characterState == PickupCharacterState.Trotting)
225                 {
226                     _animation[walkAnimation.name].speed = trotMaxAnimationSpeed;
227                     if (this.isControllable)
228                     {
229                         _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
230                     }
231                     _animation.CrossFade(walkAnimation.name);
232                 }
233                 else if (_characterState == PickupCharacterState.Walking)
234                 {
235                     _animation[walkAnimation.name].speed = walkMaxAnimationSpeed;
236                     if (this.isControllable)
237                     {
238                         _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
239                     }
240                     _animation.CrossFade(walkAnimation.name);
241                 }
242
243                 if (_characterState != PickupCharacterState.Running)
244                 {
245                     _animation[runAnimation.name].time = 0.0f;
246                 }
247             }
248         }
249         // ANIMATION sector
250
251         // Set rotation to the move direction
252         if (IsGrounded())
253         {
254             // a specialty of this controller: you can disable rotation!
255             if (DoRotate)
256             {
257                 transform.rotation = Quaternion.LookRotation(moveDirection);
258             }
259         }
260         else
261         {
262             /* This causes choppy behaviour when colliding with SIDES
263              * Vector3 xzMove = velocity;
264             xzMove.y = 0;
265             if (xzMove.sqrMagnitude > 0.001f)
266             {
267                 transform.rotation = Quaternion.LookRotation(xzMove);
268             }*/
269         }
270
271         // We are in jump mode but just became grounded
272         if (IsGrounded())
273         {
274             lastGroundedTime = Time.time;
275             inAirVelocity = Vector3.zero;
276             if (jumping)
277             {
278                 jumping = false;
279                 SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
280             }
281         }
282
283         lastPos = transform.position;
284     }
File name: ThirdPersonCamera.cs Copy
86     void Apply( Transform dummyTarget, Vector3 dummyCenter )
87     {
88         // Early out if we don't have a target
89         if( !controller )
90             return;
91
92         Vector3 targetCenter = _target.position + centerOffset;
93         Vector3 targetHead = _target.position + headOffset;
94
95         // DebugDrawStuff();
96
97         // Calculate the current & target rotation angles
98         float originalTargetAngle = _target.eulerAngles.y;
99         float currentAngle = cameraTransform.eulerAngles.y;
100
101         // Adjust real target angle when camera is locked
102         float targetAngle = originalTargetAngle;
103
104         // When pressing Fire2 (alt) the camera will snap to the target direction real quick.
105         // It will stop snapping when it reaches the target
106         if( Input.GetButton( "Fire2" ) )
107             snap = true;
108
109         if( snap )
110         {
111             // We are close to the target, so we can stop snapping now!
112             if( AngleDistance( currentAngle, originalTargetAngle ) < 3.0f )
113                 snap = false;
114
115             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, snapSmoothLag, snapMaxSpeed );
116         }
117         // Normal camera motion
118         else
119         {
120             if( controller.GetLockCameraTimer() < lockCameraTimeout )
121             {
122                 targetAngle = currentAngle;
123             }
124
125             // Lock the camera when moving backwards!
126             // * It is really confusing to do 180 degree spins when turning around.
127             if( AngleDistance( currentAngle, targetAngle ) > 160 && controller.IsMovingBackwards() )
128                 targetAngle += 180;
129
130             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, angularSmoothLag, angularMaxSpeed );
131         }
132
133
134         // When jumping don't move camera upwards but only down!
135         if( controller.IsJumping() )
136         {
137             // We'd be moving the camera upwards, do that only if it's really high
138             float newTargetHeight = targetCenter.y + height;
139             if( newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5 )
140                 targetHeight = targetCenter.y + height;
141         }
142         // When walking always update the target height
143         else
144         {
145             targetHeight = targetCenter.y + height;
146         }
147
148         // Damp the height
149         float currentHeight = cameraTransform.position.y;
150         currentHeight = Mathf.SmoothDamp( currentHeight, targetHeight, ref heightVelocity, heightSmoothLag );
151
152         // Convert the angle into a rotation, by which we then reposition the camera
153         Quaternion currentRotation = Quaternion.Euler( 0, currentAngle, 0 );
154
155         // Set the position of the camera on the x-z plane to:
156         // distance meters behind the target
157         cameraTransform.position = targetCenter;
158         cameraTransform.position += currentRotation * Vector3.back * distance;
159
160         // Set the height of the camera
161         cameraTransform.position = new Vector3( cameraTransform.position.x, currentHeight, cameraTransform.position.z );
162
163         // Always look at the target
164         SetUpRotation( targetCenter, targetHead );
165     }

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