Merge branch 'main' into art/enemies
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3843cad7e4
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@ -108,10 +108,11 @@ public class WorldSwitcher : MonoBehaviour {
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void ResetQuadPositions() {
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Camera currCam = worldInfos[currentWorldIndex].camera;
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LayerMask currLayer = worldInfos[currentWorldIndex].layer;
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for (int i = 0; i < worldInfos.Length; ++i) {
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bool usingRenderTexture = i != currentWorldIndex;
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worldInfos[i].SetUsingRenderTexture(usingRenderTexture);
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worldInfos[i].SetUsingRenderTexture(usingRenderTexture, currLayer);
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if (usingRenderTexture) {
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bool fromRight = i - currentWorldIndex > 0;
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@ -128,12 +129,14 @@ struct WorldInfo {
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[HideInInspector] public RenderTexture texture;
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public Transform renderQuad;
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[HideInInspector] public Material material;
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public int layer;
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static readonly int CameraTexture = Shader.PropertyToID("_CameraTexture");
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public void SetUsingRenderTexture(bool usingTexture) {
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public void SetUsingRenderTexture(bool usingTexture, int layer) {
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if (usingTexture) {
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camera.targetTexture = texture;
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renderQuad.gameObject.SetActive(true);
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renderQuad.gameObject.layer = layer;
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}else {
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camera.targetTexture = null;
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renderQuad.gameObject.SetActive(false);
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@ -145,8 +148,8 @@ struct WorldInfo {
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if (usingTexture)
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camera.targetTexture = null;
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//float height = 2f * Mathf.Atan(Mathf.Deg2Rad * camera.fieldOfView) * quadOffset;
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renderQuad.localScale = new Vector3(camera.aspect, 1f, 1f);
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float height = 2f * Mathf.Atan(Mathf.Deg2Rad * camera.fieldOfView) * quadOffset;
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renderQuad.localScale = new Vector3(camera.aspect * height, height, 1f);
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texture = new RenderTexture(Screen.width, Screen.height, 32);
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material.SetTexture(CameraTexture, texture);
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