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namespace UIWidgets.Styles { using UnityEngine; using UnityEngine.UI; /// <summary> /// Style support for the scrollbar. /// </summary> [RequireComponent(typeof(Scrollbar))] public class StyleSupportScrollbar : MonoBehaviour, IStylable { /// <summary> /// Style for the main background. /// </summary> ...
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namespace UIWidgets { using UnityEngine; using UnityEngine.UI; /// <summary> /// TextUnity. /// </summary> public class TextUnity : ITextProxy { /// <summary> /// Text component. /// </summary> protected Text Component; /// <summary> /// GameObject. /// </summary> public GameObject GameObject ...
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#if UIWIDGETS_DATABIND_SUPPORT namespace UIWidgets.DataBind { using Slash.Unity.DataBind.Foundation.Setters; using UnityEngine; /// <summary> /// Set the LimitMin of a CenteredSliderVertical depending on the System.Int32 data value. /// </summary> [AddComponentMenu("Data Bind/New UI Widgets/Setters/[DB] Centered...
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#if UIWIDGETS_DATABIND_SUPPORT namespace UIWidgets.DataBind { using Slash.Unity.DataBind.Foundation.Synchronizers; using UnityEngine; /// <summary> /// Synchronizer for the Value of a CenteredSliderVertical. /// </summary> public class CenteredSliderVerticalValueSynchronizer : ComponentDataSynchronizer<UIWidgets...
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#if UIWIDGETS_DATABIND_SUPPORT namespace UIWidgets.DataBind { using Slash.Unity.DataBind.Foundation.Setters; using UnityEngine; /// <summary> /// Set the Value of a CircularSliderFloat depending on the System.Single data value. /// </summary> [AddComponentMenu("Data Bind/New UI Widgets/Setters/[DB] CircularSlide...
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#if UIWIDGETS_DATABIND_SUPPORT namespace UIWidgets.DataBind { using Slash.Unity.DataBind.Foundation.Observers; /// <summary> /// Observes value changes of the SelectedNode of an DirectoryTreeView. /// </summary> public class DirectoryTreeViewSelectedNodeObserver : ComponentDataObserver<UIWidgets.DirectoryTreeView...
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#if UIWIDGETS_DATABIND_SUPPORT namespace UIWidgets.DataBind { using Slash.Unity.DataBind.Foundation.Observers; /// <summary> /// Observes value changes of the SelectedItems of an ListViewInt. /// </summary> public class ListViewIntSelectedItemsObserver : ComponentDataObserver<UIWidgets.ListViewInt, System.Collect...
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#if UIWIDGETS_DATABIND_SUPPORT namespace UIWidgets.DataBind { using Slash.Unity.DataBind.Foundation.Observers; /// <summary> /// Observes value changes of the ValueMin of an RangeSlider. /// </summary> public class RangeSliderValueMinObserver : ComponentDataObserver<UIWidgets.RangeSlider, int> { /// <inheritdo...
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#if UIWIDGETS_DATABIND_SUPPORT namespace UIWidgets.DataBind { using Slash.Unity.DataBind.Foundation.Observers; /// <summary> /// Observes value changes of the Value of an SpinnerFloat. /// </summary> public class SpinnerFloatValueObserver : ComponentDataObserver<UIWidgets.SpinnerFloat, float> { /// <inheritdoc...
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#if UIWIDGETS_DATABIND_SUPPORT namespace UIWidgets.DataBind { using Slash.Unity.DataBind.Foundation.Synchronizers; using UnityEngine; /// <summary> /// Synchronizer for the SelectedNodes of a TreeView. /// </summary> public class TreeViewSelectedNodesSynchronizer : ComponentDataSynchronizer<UIWidgets.TreeView, S...
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namespace UIWidgets { using System; using UnityEngine.Events; /// <summary> /// TreeViewNode event. /// </summary> [Serializable] public class TreeViewNodeEvent : UnityEvent<TreeNode<TreeViewItem>> { } }
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namespace UIWidgets { using System; using System.Collections.Generic; using UIWidgets.Attributes; using UIWidgets.Extensions; using UnityEngine; using UnityEngine.Events; using UnityEngine.EventSystems; /// <summary> /// TreeViewCustom. /// </summary> /// <typeparam name="TItemView">Type of DefaultItem.</ty...
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namespace UIWidgets { using System; using UIWidgets.Menu; using UnityEngine; #if ENABLE_INPUT_SYSTEM using UnityEngine.InputSystem; #endif /// <summary> /// Input compatibility functions. /// </summary> public static class CompatibilityInput { /// <summary> /// Mouse position. /// </summary> public s...
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namespace UIWidgets.WidgetGeneration { using UnityEngine; using UnityEngine.UI; /// <summary> /// Combobox generator helper. /// </summary> public class ComboboxGeneratorHelper : MonoBehaviour { /// <summary> /// Main object. /// </summary> public GameObject Main; /// <summary> /// Toggle button. ...
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// Copyright (c) 2015 Augie R. Maddox, Guavaman Enterprises. All rights reserved. #pragma warning disable 0219 #pragma warning disable 0618 #pragma warning disable 0649 #if UNITY_ANDROID && !UNITY_EDITOR && REWIRED_OUYA namespace Rewired.Platforms.Ouya { using UnityEngine; using System; using System.Col...
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// Simplified SDF shader: // - No Shading Option (bevel / bump / env map) // - No Glow Option // - Softness is applied on both side of the outline Shader "TextMeshPro/Mobile/Distance Field - Masking" { Properties { [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 ...
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float2 UnpackUV(float uv) { float2 output; output.x = floor(uv / 4096); output.y = uv - 4096 * output.x; return output * 0.001953125; } fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) { half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness...
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using System; using System.Collections.Generic; namespace UniRx { public sealed class DictionaryDisposable<TKey, TValue> : IDisposable, IDictionary<TKey, TValue> where TValue : IDisposable { bool isDisposed = false; readonly Dictionary<TKey, TValue> inner; public DictionaryDis...
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using System; using System.Collections; namespace UniRx { // should be use Interlocked.CompareExchange for Threadsafe? // but CompareExchange cause ExecutionEngineException on iOS. // AOT... // use lock instead public sealed class SingleAssignmentDisposable : IDisposable, ICancelable { ...
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using System; using System.Collections.Generic; using System.Text; namespace UniRx { /// <summary> /// Notify boolean flag. /// </summary> public class BooleanNotifier : IObservable<bool> { readonly Subject<bool> boolTrigger = new Subject<bool>(); bool boolValue; /// <sum...
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using System; using System.Collections.Generic; using System.Text; using System.Linq; using UniRx.Operators; namespace UniRx { // concatenate multiple observable // merge, concat, zip... public static partial class Observable { static IEnumerable<IObservable<T>> CombineSources<T>(IObservable<T...
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using System; using System.Collections.Generic; using System.Text; using UniRx.InternalUtil; using UniRx.Operators; namespace UniRx { // Take, Skip, etc.. public static partial class Observable { public static IObservable<T> Take<T>(this IObservable<T> source, int count) { if (...
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// defined from .NET Framework 4.0 and NETFX_CORE using System; #if !(NETFX_CORE || NET_4_6 || NET_STANDARD_2_0 || UNITY_WSA_10_0) namespace UniRx { public interface IObservable<T> { IDisposable Subscribe(IObserver<T> observer); } } #endif namespace UniRx { public interface IGroupedObserva...
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using System; #if UniRxLibrary using UnityObservable = UniRx.ObservableUnity; #else using UnityObservable = UniRx.Observable; #endif namespace UniRx.Operators { internal class DelayFrameSubscriptionObservable<T> : OperatorObservableBase<T> { readonly IObservable<T> source; readonly int frameC...
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using System; #if UniRxLibrary using UnityObservable = UniRx.ObservableUnity; #else using UnityObservable = UniRx.Observable; #endif namespace UniRx.Operators { internal class ThrottleFrameObservable<T> : OperatorObservableBase<T> { readonly IObservable<T> source; readonly int frameCount; ...
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using System; // require keep for Windows Universal App using UnityEngine; namespace UniRx.Triggers { [DisallowMultipleComponent] public class ObservableDestroyTrigger : MonoBehaviour { bool calledDestroy = false; Subject<Unit> onDestroy; CompositeDisposable disposablesOnDestroy; ...
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using System; // require keep for Windows Universal App using UnityEngine; namespace UniRx.Triggers { [DisallowMultipleComponent] public class ObservableJointTrigger : ObservableTriggerBase { Subject<float> onJointBreak; void OnJointBreak(float breakForce) { if (onJoin...
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// for uGUI(from 4.6) #if !(UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5) using System; // require keep for Windows Universal App using UnityEngine; using UnityEngine.EventSystems; namespace UniRx.Triggers { [DisallowMultipleComponent] public class ObservablePointerExitTrigger :...
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using System; // require keep for Windows Universal App using UnityEngine; namespace UniRx.Triggers { [DisallowMultipleComponent] public class ObservableTrigger2DTrigger : ObservableTriggerBase { Subject<Collider2D> onTriggerEnter2D; /// <summary>Sent when another object enters a trigger ...
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// for uGUI(from 4.6) #if !(UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5) using System; using System.Collections.Generic; using System.Text; using UnityEngine.Events; namespace UniRx { public static partial class UnityEventExtensions { public static IObservable<Unit> AsO...
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#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member using System; using System.Runtime.CompilerServices; using System.Threading; namespace Cysharp.Threading.Tasks { public static class CancellationTokenExtensions { static readonly Action<object> cancellationToken...
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using System; using System.Collections.Concurrent; using System.Runtime.CompilerServices; namespace Cysharp.Threading.Tasks.Internal { internal static class StateTuple { public static StateTuple<T1> Create<T1>(T1 item1) { return StatePool<T1>.Create(item1); } publi...
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using System; namespace Cysharp.Threading.Tasks { public abstract class MoveNextSource : IUniTaskSource<bool> { protected UniTaskCompletionSourceCore<bool> completionSource; public bool GetResult(short token) { return completionSource.GetResult(token); } p...
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