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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
using UnityEditor;
namespace AmplifyShaderEditor
{
public sealed class TemplatePostProcessor : AssetPostprocessor
{
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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]
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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;
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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;
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{
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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 ... | jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/02 Creatures/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 Animancer.FSM;
using System;
using UnityEngine;
namespace Animancer.Examples.StateMachines.Brains
{
/// <summary>
///... | jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/04 Brains/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;
using UnityEngine.Events;
namespace Animancer.Examples.AnimatorControllers.GameKit
{
/// <summary>
/// A... | jynew/jyx2/Assets/3rd/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/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 UnityEngine;
namespace Animancer.Examples.Jobs
{
/// <summary>
/// An example component that demonstrates how to use ... | jynew/jyx2/Assets/3rd/Animancer/Examples/10 Animation Jobs/03 Lean/SimpleLeanComponent.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Animancer/Internal/Controller States/Float2ControllerState.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/DummyObjectEditor.cs/0 | {
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} | 950 |
// 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... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/TimeRuler.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Validate.cs/0 | {
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"token_count": 2097
} | 953 |
// 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... | jynew/jyx2/Assets/3rd/Animancer/NamedAnimancerComponent.cs/0 | {
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} | 954 |
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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... | jynew/jyx2/Assets/3rd/Animancer/Utilities/Custom Fade/MixerParameterTween.cs/0 | {
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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.... | jynew/jyx2/Assets/3rd/Animancer/Utilities/Transitions/Float2ControllerTransition.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Components/QuickEnterOverExist.cs/0 | {
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"token_count": 1400
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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... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Plugins/ETCButton.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Editor Default Resources/nu Assets/Shared/Shaders/CanvasSelection.shader/0 | {
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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
{
#... | jynew/jyx2/Assets/3rd/Lean/Common/Examples/Scripts/LeanUpgradeEventSystem.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Lean/Pool/Scripts/IPoolable.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/PaintHeightEditor/PaintHeightEditor.cs/0 | {
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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
} | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/TextureArrayPainter/TextureArrayManager.cs/0 | {
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