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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using UnityEngine; using UnityEditor; using System; using System.Collections.Generic; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Template Vertex Data", "Vertex Data", "Select and use...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using System; namespace AmplifyShaderEditor { [Serializable] public class VersionInfo { public const byte Major = 1; public const byte Minor = 6; public const byte Release = 1; public static byte...
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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.Locomotion { /// <summary>Inherits from <see cref="IdleAndWalk"/> and adds the ...
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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.Creatures { /// <summary>A state for a <see ...
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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 System; using UnityEngine; namespace Animancer.Examples.StateMachines.Brains { /// <summary> ///...
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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; using UnityEngine.Events; namespace Animancer.Examples.AnimatorControllers.GameKit { /// <summary> /// A...
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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.Jobs { /// <summary> /// An example component that demonstrates how to use ...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using UnityEngine; namespace Animancer { /// <summary>[Pro-Only] A <see cref="ControllerState"/> which manages two float parameters.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik.co...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR && !UNITY_2019_1_OR_NEWER using UnityEditor; using UnityEngine; namespace Animancer.Editor { /// <summary> /// For some reason Unity executes <see cref="PropertyDrawer"/>s differently in the default Inspector...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace Animancer.Editor { /// <summary>[Editor-Only] Draws a GUI box denoting a period of time.</summary> /// https://k...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.Playables; namespace Animancer { /// <summary> /// Enforces various rules throughout the system, most of which are compiled out if UNITY_ASSE...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Playables; using Object = UnityEngine.Object; namespace Animancer { /// <summary> /// An <see cref="AnimancerCompon...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; namespace Animancer { /// <summary>A <see cref="MixerParameterTween{TParameter}"/> which uses <see cref="Mathf.LerpUnclamped"/>.</summary> /// <example><code> /// [SerializeField] private AnimancerCompon...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; namespace Animancer { /// <summary>A <see cref="ScriptableObject"/> which holds a <see cref="Float2ControllerState.Transition"/>.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik....
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 #if UNITY_EDITOR using UnityEngine; using System; using System.Collections.Generic; using System.Linq; using UnityEditor; namespace EModules.FastWaterModel20 { class PropCopy : EditorWindow { [MenuItem("Tools/Fast Water Model 2.0 ( EMX )/Properties Copy WInow", false, 10000)] public static void Enable() ...
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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 System.Collections; using UnityEngine.Events; using UnityEngin...
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/*********************************************** EasyTouch Controls Copyright © 2016 The Hedgehog Team http://www.thehedgehogteam.com/Forum/ The.Hedgehog.Team@gmail.com **********************************************/ using UnityEngine; using UnityEngine.UI; using UnityEngine.Events; using UnityEngin...
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// Selection preview shader. Based on Unity's "Unlit/Texture". Version 1.3 // Copyright (c) by Sycoforge Shader "Hidden/nu Assets/UI/CanvasSelection" { SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent"} LOD 100 Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex ver...
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using UnityEngine; namespace Lean.Common.Examples { /// <summary>This component will automatically update the event system if you switch to using the new <b>InputSystem</b>.</summary> [ExecuteInEditMode] [AddComponentMenu("Lean/Common/Upgrade EventSystem")] public class LeanUpgradeEventSystem : MonoBehaviour { #...
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namespace Lean.Pool { /// <summary>If you implement this interface in a component on your pooled prefab, then the OnSpawn and OnDespawn methods will be automatically called when the associated LeanGameObjectPool.Notification = PoolableInterface.</summary> public interface IPoolable { /// <summary>Called when this...
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using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace MTE { internal class PaintHeightEditor : IEditor { public int Id { get; } = 2; public bool Enabled { get; set; } = true; public string Name { get; } = "PaintHeightEditor"; public Texture...
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using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace MTE { //(place holder) the content has been moved into MTE.dll as public APIs }
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