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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
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<?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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{ "name": "Animancer.FSM" }
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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...
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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...
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#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) //fixed RefrDist = _Re...
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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...
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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...
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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...
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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...
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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...
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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...
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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...
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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 ...
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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; public...
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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" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} _ControlExtra ("Control Extra (RGBA)", 2D) = "black" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Splat2 ("Layer 3", 2D) = "white" {} _Splat3 ("Layer 4", 2D) = "white" {} _S...
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Shader "MTE/Unlit/2 Textures (no realtime shadow, baked lightmap)" { Properties { _Control("Control (RGBA)", 2D) = "red" {} _Splat0("Layer 1", 2D) = "white" {} _Splat1("Layer 2", 2D) = "white" {} } CGINCLUDE #pragma vertex vert #pragma fragment frag #pragma multi_co...
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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...
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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...
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