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Imran Bin Azhar imranzaidiedu

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using UnityEngine;
public class GunSprint : MonoBehaviour {
[SerializeField] private Bullet _bulletPrefab;
[SerializeField] private Transform _spawnPoint;
[SerializeField] private ParticleSystem _smokeSystem;
[SerializeField] private LayerMask _targetLayer;
[SerializeField] private float _bulletSpeed = 12;
[SerializeField] private float _torque = 120;
@imranzaidiedu
imranzaidiedu / Vibration.cs
Created April 28, 2019 18:48 — forked from aVolpe/Vibration.cs
Vibration for Unity3d with Android native Call, with fallback to Handlheld.Vibrate()
using UnityEngine;
using System.Collections;
public static class Vibration
{
#if UNITY_ANDROID && !UNITY_EDITOR
public static AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
public static AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
public static AndroidJavaObject vibrator = currentActivity.Call<AndroidJavaObject>("getSystemService", "vibrator");
using UnityEngine;
using System.Collections;
public class ShakeEffect : MonoBehaviour {
// vars
private bool shakeOn = false;
private float shakePower = 0;
// sprite original position
@imranzaidiedu
imranzaidiedu / ObjectShake.cs
Created April 16, 2019 07:14 — forked from GuilleUCM/ObjectShake.cs
Unity:Animation:Shake object vibrate
using UnityEngine;
using System.Collections;
/// http://www.mikedoesweb.com/2012/camera-shake-in-unity/
public class ObjectShake : MonoBehaviour {
private Vector3 originPosition;
private Quaternion originRotation;
public float shake_decay = 0.002f;
using UnityEngine;
using System.Collections;
using System;
public class Math3d : MonoBehaviour {
private static Transform tempChild = null;
private static Transform tempParent = null;
public static void Init(){
@imranzaidiedu
imranzaidiedu / ProceduralBezierCurve.cs
Created July 12, 2018 19:22 — forked from jakintosh/ProceduralBezierCurve.cs
A simple, "infinite", procedural bezier curve for Unity. Includes a visualizer. Just for fun or prototyping, needs some tweaking for real use.
using UnityEngine;
public class ProceduralBezierCurve : MonoBehaviour {
// visualization variables
public float start = 0f;
public float length = 5f;
public float speed = 0.01f;
private int randomOffset = 0;