Better UVs for map
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using System;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityStandardAssets.CrossPlatformInput;
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[RequireComponent(typeof (GUITexture))]
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public class ForcedReset : MonoBehaviour
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{
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private void Update()
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{
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// if we have forced a reset ...
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if (CrossPlatformInputManager.GetButtonDown("ResetObject"))
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{
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//... reload the scene
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SceneManager.LoadScene(SceneManager.GetSceneAt(0).name);
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}
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}
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}
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fileFormatVersion: 2
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guid: 9b886447cba80f74e820adb3c9e70c76
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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using System;
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using UnityEngine;
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namespace UnityStandardAssets.Utility
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{
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public class SimpleActivatorMenu : MonoBehaviour
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{
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// An incredibly simple menu which, when given references
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// to gameobjects in the scene
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public GUIText camSwitchButton;
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public GameObject[] objects;
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private int m_CurrentActiveObject;
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private void OnEnable()
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{
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// active object starts from first in array
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m_CurrentActiveObject = 0;
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camSwitchButton.text = objects[m_CurrentActiveObject].name;
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}
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public void NextCamera()
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{
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int nextactiveobject = m_CurrentActiveObject + 1 >= objects.Length ? 0 : m_CurrentActiveObject + 1;
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for (int i = 0; i < objects.Length; i++)
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{
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objects[i].SetActive(i == nextactiveobject);
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}
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m_CurrentActiveObject = nextactiveobject;
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camSwitchButton.text = objects[m_CurrentActiveObject].name;
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}
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}
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}
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@ -1,9 +0,0 @@
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fileFormatVersion: 2
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guid: 69b69a5b0e0a85b4aa97a7edc40c37d1
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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