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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Examples.DirectionalSprites
{
/// <summary>
/// Animates a character to either stand... | jynew/jyx2/Assets/3rd/Animancer/Examples/04 Directional Sprites/01 Basic Movement/SpriteMovementController.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Examples.DirectionalSprites
{
/// <summary>
/// A more complex version of the <see c... | jynew/jyx2/Assets/3rd/Animancer/Examples/04 Directional Sprites/02 Character Controller/SpriteCharacterController.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using System;
using UnityEngine;
namespace Animancer.Examples.StateMachines.GameManager
{
/// https://kybernetik.com.au/animanc... | jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.ReadyState.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using Animancer.FSM;
using UnityEngine;
namespace Animancer.Examples.StateMachines.InterruptManagement
{
/// <summary>
/// ... | jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/03 Interrupt Management/CreatureState.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using System;
using UnityEngine;
namespace Animancer.Examples.StateMachines.Platformer
{
/// <summary>
/// A centralised gr... | jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/07 Platformer/Creature.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Examples.InverseKinematics
{
/// <summary>An object for one of a character's limbs to ai... | jynew/jyx2/Assets/3rd/Animancer/Examples/08 Inverse Kinematics/01 Puppet/IKPuppetTarget.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using Animancer.Examples.StateMachines.Brains;
using UnityEngine;
namespace Animancer.Examples.AnimatorControllers
{
/// <summary>
/// A <see cref="CreatureState"/> which moves the creature according to their
/// <see cref... | jynew/jyx2/Assets/3rd/Animancer/Examples/09 Animator Controllers/02 Hybrid Mini Game/LocomotionState.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using Animancer.FSM;
using UnityEngine;
namespace Animancer.Examples.AnimatorControllers.GameKit
{
/// <summary>A <see cref="Cr... | jynew/jyx2/Assets/3rd/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Creatures/KeyboardAndMouseBrain.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#if UNITY_EDITOR
using UnityEditor;
namespace Animancer.Editor
{
/// <summary>[Editor-Only, Internal] Automatically selects the <see cref="ReadMe"/> on startup.</summary>
/// <remarks>This script is in the Examples folder so ... | jynew/jyx2/Assets/3rd/Animancer/Examples/Code/ShowReadMeOnStartup.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System.Collections.Generic;
namespace Animancer
{
/// <summary>A simple stack implementation that tracks an active index without actually adding or removing objects.</summary>
/// https://kybernetik.com.au/animancer/api/... | jynew/jyx2/Assets/3rd/Animancer/Internal/Collections/LazyStack.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/Animancer/Internal/Collections/LazyStack.cs",
"repo_id": "jynew",
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} | 906 |
<?xml version="1.0"?>
<doc>
<assembly>
<name>Animancer.Lite</name>
</assembly>
<members>
</members>
</doc>
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Experimental.Animations;
using UnityEngine.Playables;
using Object = UnityE... | jynew/jyx2/Assets/3rd/Animancer/Internal/Core/AnimancerPlayable.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace Animancer.Editor
{
partial class AnimancerToolsWindow
{
/// ... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RemapAnimationBindings.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace Animancer.Editor
{
/// <summary>[Editor-Only] The general type of object an <see cref="AnimationC... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/AnimationBindings.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using UnityEngine;
namespace Animancer
{
/// <summary>
/// Interface for components to indicate which <see cref="GameObject"/> is the root of a character when
/// <see cref="Editor.AnimancerEditorUtilities.FindRoot(GameObj... | jynew/jyx2/Assets/3rd/Animancer/Internal/Interfaces/ICharacterRoot.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
//#define ANIMANCER_DONT_VALIDATE_STATE_CHANGES
using System;
namespace Animancer.FSM
{
/// <summary>A static access point for the details of a state change in a <see cref="StateMachine{TState}"/>.</summary>
/// <remarks>
... | jynew/jyx2/Assets/3rd/Animancer/Utilities/FSM/StateChange.cs/0 | {
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using UnityEngine;
namespace EModules.FastWaterModel20 {
[ExecuteInEditMode]
public class FastWaterModel20FakeLight : MonoBehaviour {
public Color color = Color.white;
#if UNITY_EDITOR
public bool DrawHandles = true;
public float HandlesSizes = 20;
public void OnEnable()
{ UnityEdi... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/FastWaterModel20FakeLight.cs/0 | {
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#if UNITY_EDITOR
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
namespace EModules.FastWaterModel20 {
partial class FastWaterModel20ControllerEditor : Editor {
POP_CLASS __pop_refraction;
public POP_CLASS pop_refraction
{ get
{ return __pop_refrac... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/GUI/Draw/FastWaterModel20_GUI_Refraction.cs/0 | {
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} | 927 |
#if defined(HAS_REFRACTION)
fixed ref_zdepth = zdepth;
lerped_refr = saturate((ref_zdepth - _RefrZOffset) / _RefrZFallOff
#ifdef ORTO_CAMERA_ON//////////////////////////////////////
* (dot(wViewDir, fixed3(0, 1, 0)) * 5 + 1)
#endif
+ _RefrZOffset);
#if defined(USE_REFR_DISTOR)
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Shader "Hidden/EM-X/DepthRender SecondPass" {
Properties{
_MainTex("_MainTex ", any) = "white"
BLUR_R("BLUR_R", VECTOR) = (0.1,0.1,0.1,0.1)
STEPS("STEPS", FLOAT) = 1
Q("Q", FLOAT) = 2
SHORE_SIM_RAD("SHORE_SIM_RAD", FLOAT) = 2
SHORE_BORDERS("SHORE_BORDERS", FLOAT) = 1
}
SubShader{
Pass {
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// EasyTouch library is copyright (c) of Hedgehog Team
// Please send feedback or bug reports to the.hedgehog.team@gmail.com
using UnityEngine;
using UnityEditor;
using System;
using HedgehogTeam.EasyTouch;
[InitializeOnLoad]
public class EasytouchHierachyCallBack{
private static readonly EditorApplication.Hierarc... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Editor/EasytouchHierachyCallBack.cs/0 | {
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using UnityEngine;
using System.Collections;
using UnityEditor;
using HedgehogTeam.EasyTouch;
#if UNITY_5_3_OR_NEWER
using UnityEditor.SceneManagement;
#endif
[CustomEditor(typeof(QuickTouch))]
public class QuickTouchInspector : UnityEditor.Editor {
public override void OnInspectorGUI(){
QuickTouch t = (QuickTo... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Editor/QuickTouchInspector.cs/0 | {
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/***********************************************
EasyTouch V
Copyright © 2014-2015 The Hedgehog Team
http://www.thehedgehogteam.com/Forum/
The.Hedgehog.Team@gmail.com
**********************************************/
using UnityEngine;
using UnityEngine.EventSystems;
using System.Collections;
using Sys... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Engine/BaseFinger.cs/0 | {
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using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
using System.Collections;
using UnityEngine.EventSystems;
public static class ETCMenu{
[MenuItem ("GameObject/EasyTouch Controls/InputManager", false, 0)]
static void AddInputManager(){
ETCInput.instance.Create();
}
[MenuItem ("GameObject/EasyTouch C... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Plugins/Editor/ETCMenu.cs/0 | {
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using UnityEditor;
using UnityEngine;
namespace GameObjectBrush {
/// <summary>
/// Class that is responsible for the addition of new brushes to the list of brushObjects in the main editor windo class: "GameObjectBrushEditor"
/// </summary>
public class StringPopupWindow : EditorWindow {
pub... | jynew/jyx2/Assets/3rd/GameObjectBrush/Scripts/Editor/StringPopupDialog.cs/0 | {
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{
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_Color1("Color 1", Color) = (1.0, 0.5, 0.5, 1.0)
_Color2("Color 2", Color) = (0.5, 0.5, 1.0, 1.0)
_Rim("Rim", Float) = 1.0
_Shift("Shift", Float) = 1.0
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{
Tags
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using UnityEngine;
namespace Lean.Common
{
/// <summary>This component will automatically destroy a GameObject after the specified amount of time.
/// NOTE: If <b>Seconds</b> is set to -1, then you must manually call the <b>DestroyNow</b> method from somewhere.</summary>
[HelpURL(LeanHelper.HelpUrlPrefix + "LeanDe... | jynew/jyx2/Assets/3rd/Lean/Common/Extras/LeanDestroy.cs/0 | {
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using UnityEngine;
namespace Lean.Pool
{
/// <summary>This component allows you to reset a Rigidbody's velocity via Messages or via Poolable.</summary>
[RequireComponent(typeof(Rigidbody))]
[HelpURL(LeanPool.HelpUrlPrefix + "LeanPooledRigidbody")]
[AddComponentMenu(LeanPool.ComponentPathPrefix + "Pooled Rigidbody... | jynew/jyx2/Assets/3rd/Lean/Pool/Extras/Scripts/LeanPooledRigidbody.cs/0 | {
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using System.Collections.Generic;
using UnityEngine;
namespace MTE
{
public static class GrassMap
{
public static IEnumerable<GrassItem> GetAllGrassItems()
{
var allPoints = PointCloud.GetAllPoints();
foreach (var point in allPoints)
{
yield ... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/GrassPainter/GrassMap.cs/0 | {
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using System;
using System.Collections;
using UnityEditor;
using UnityEngine;
namespace MTE
{
internal class ObjectDetailEditorWindow : MTEWindow
{
/// <summary>
/// Editing grass detail list
/// </summary>
public IList detailList;
public int editingIndex;
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using System.Collections.Generic;
using UnityEngine;
namespace MTE
{
/// <summary>
/// Create <see cref="Texture2DArray"/> according to a <see cref="TextureArraySettings"/>
/// and assign to renderer's material.
///
/// The material must use a compatible TextureArray shader.
/// </summary>
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Shader "MTE/Surface/8 Textures/Bumped"
{
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Shader "MTE/Unlit/2 Textures (no realtime shadow, baked lightmap)"
{
Properties
{
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_Splat0("Layer 1", 2D) = "white" {}
_Splat1("Layer 2", 2D) = "white" {}
}
CGINCLUDE
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#pragma fragment frag
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#if UNITY_EDITOR || !(UNITY_WP_8_1 || UNITY_WSA || UNITY_WSA_8_1 || UNITY_WSA_10_0 || UNITY_WINRT || UNITY_WINRT_8_1 || UNITY_WINRT_10_0)
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Linq;
using System.Reflection;
namespace ProGrids
{
public static class p... | jynew/jyx2/Assets/3rd/ProCore/ProGrids/Classes/pg_Util.cs/0 | {
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m_Comp... | jynew/jyx2/Assets/3rd/UHUDText/Content/Art/Animation/HorizontalSmallToNormal.anim/0 | {
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using UnityEngine;
namespace HUDText
{
public class bl_TestMouseEvent : MonoBehaviour
{
private bl_HUDText HUDRoot;
[SerializeField] private GameObject TextPrefab;
public GameObject m_Particle;
public ExampleType m_Type;
private string[] Text = new string[] { "Floatin... | jynew/jyx2/Assets/3rd/UHUDText/Example/Script/bl_TestMouseEvent.cs/0 | {
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"repo_id": "jynew",
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