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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
{
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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/RespawnState.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 three float parameters.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.... | jynew/jyx2/Assets/3rd/Animancer/Internal/Controller States/Float3ControllerState.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
namespace Animancer.Editor
{
/// <summary>[Editor-Only] A custom Inspector for <see cref="AnimancerComponent"/>s.</summary>
/// https://kybernetik.com.au/animancer/api/An... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/AnimancerComponentEditor.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#if UNITY_EDITOR
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEditor;
using UnityEngine;
using UnityEngine.Events;
namespace Animancer.Editor
{
/// <summary>
... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/DummySerializableCallback.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEngine;
namespace Animancer.Editor
{
/// <summary>[Editor-Only] Draws the Inspector GUI for a <see cref="AnimancerState.Transition{TState}"/>.</summary>
/// https:/... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/TransitionDrawer.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System;
using System.Text;
using UnityEngine;
namespace Animancer
{
/// <summary>[Pro-Only]
/// An <see cref="AnimancerState"/> which blends an array of other states together based on a two dimensional
/// parameter ... | jynew/jyx2/Assets/3rd/Animancer/Internal/Mixer States/CartesianMixerState.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace Animancer
{
/// <summary>A set of up/right/down/left animations.</summary>
/// <remarks>
/// Documentation: <see href="https://k... | jynew/jyx2/Assets/3rd/Animancer/Utilities/DirectionalAnimationSet.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="Float3ControllerState.Transition"/>.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.... | jynew/jyx2/Assets/3rd/Animancer/Utilities/Transitions/Float3ControllerTransition.cs/0 | {
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#if UNITY_IPHONE || UNITY_ANDROID || UNITY_TIZEN || UNITY_TVOS || UNITY_WP_8 || UNITY_WP_8_1
#define MOBILE_TARGET
#endif
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace EModules.FastWaterModel20 {
#if UNITY_EDITOR
public partial... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/GUI/FastWaterModel20_GUI_DrawerEditor.cs/0 | {
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##### What happened?
##### Post-processing stack version (v1, v2)?
##### Unity version, operating system, target platform (standalone windows, mac, iOS, PS4...)?
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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 UnityEngi... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Components/QuickLongTap.cs/0 | {
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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 UnityEngi... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Plugins/ETCDPad.cs/0 | {
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Canvas shader utils. Version 1.3
// Copyright (c) by Sycoforge
#define RGB_ 0
#define RGBA_ 1
#define R_ 2
#define G_ 3
#define B_ 4
#define A_ 5
#define Grayscale_ 6
struct appdata_t
{
float4 vertex : POSITION;
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using System.Collections.Generic;
namespace Lean.Pool
{
/// <summary>This class allows you to pool normal C# classes, for example:
/// var foo = Lean.Pool.LeanClassPool<Foo>.Spawn() ?? new Foo();
/// Lean.Pool.LeanClassPool<Foo>.Despawn(foo);</summary>
public static class LeanClassPool<T>
where T : class
{
/... | jynew/jyx2/Assets/3rd/Lean/Pool/Scripts/LeanClassPool.cs/0 | {
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using MTE.Undo;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace MTE
{
internal class MeshToolbox : IEditor
{
public int Id { get; } = 9;
public bool Enabled { get; set; } = true;
public string Name { get; } = "MeshToo... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/MeshToolbox/MeshToolbox.cs/0 | {
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} | 984 |
using UnityEditor;
using UnityEngine;
namespace MTE
{
internal class Preview
{
public bool IsReady = false;
private bool IsArray = false;
private Shader shader;
private RenderPipeline renderPipeline = RenderPipeline.NotDetermined;
private GameObject previewObj;
... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/Preview.cs/0 | {
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using MTE.Undo;
using UnityEditor;
using UnityEngine;
using System.Runtime.CompilerServices;
using static MTE.TextureArrayShaderPropertyNames;
using System.Runtime.InteropServices;
namespace MTE
{
/// <summary>
/// Texture-arr... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/TextureArrayPainter/TextureArrayPainter.cs/0 | {
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namespace MTE
{
public struct GrassGenerationSettings
{
public bool UseStaticBatch { get; set; }
public bool HideGrassObjectInEditor { get; set; }
}
} | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Scripts/Grass/GrassGenerationSettings.cs/0 | {
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Shader "MTE/Surface/3 Textures/Diffuse VertexColored"
{
Properties
{
_Control ("Control (RGBA)", 2D) = "red" {}
_Splat0 ("Layer 1", 2D) = "white" {}
_Splat1 ("Layer 2", 2D) = "white" {}
_Splat2 ("Layer 3", 2D) = "white" {}
}
CGINCLUDE
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// Unlit alpha-cutout shader.
// - no lighting
// - no lightmap support
Shader "MTE/Grass/UnlitAlphaCutout"
{
Properties
{
_MainTex("Grass Texture", 2D) = "white" {}
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader
{
Tags
{
"Queue" = "AlphaTest"
"IgnoreProjector" = "True"
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Shader "MTE/VertexColored/Bumped Specular"
{
Properties
{
_SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess("Shininess", Range(0.03, 1)) = 0.078125
_MainTex ("Base (RGB)", 2D) = "white" {}
_Normal ("Normalmap", 2D) = "bump" {}
}
CGINCLUDE
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} | 997 |
using UnityEditor.IMGUI.Controls;
using UnityEditorInternal;
using UnityEngine.AI;
using UnityEngine;
namespace UnityEditor.AI
{
[CanEditMultipleObjects]
[CustomEditor(typeof(NavMeshModifierVolume))]
class NavMeshModifierVolumeEditor : Editor
{
SerializedProperty m_AffectedAgents;
Seria... | jynew/jyx2/Assets/3rd/NavMeshComponents/Editor/NavMeshModifierVolumeEditor.cs/0 | {
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"repo_id": "jynew",
"token_count": 107
} | 1,000 |
using UnityEngine;
using System.Collections;
namespace ProGrids
{
/**
* A substitute for GUIContent that offers some additional functionality.
*/
[System.Serializable]
public class pg_ToggleContent
{
public string text_on, text_off;
public Texture2D image_on, image_off;
public string tooltip;
GUICont... | jynew/jyx2/Assets/3rd/ProCore/ProGrids/Editor/pg_ToggleContent.cs/0 | {
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//
// Outline.cs
// QuickOutline
//
// Created by Chris Nolet on 3/30/18.
// Copyright © 2018 Chris Nolet. All rights reserved.
//
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[DisallowMultipleComponent]
public class QuickOutline : MonoBehaviour
{
private static Hash... | jynew/jyx2/Assets/3rd/QuickOutline/Scripts/QuickOutline.cs/0 | {
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"repo_id": "jynew",
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} | 1,006 |
using UnityEngine;
using System.Collections;
public class bl_TextOnCollision : MonoBehaviour {
public bl_HUDText m_HudText;
void OnCollisionEnter(Collision c)
{
if (c.transform == null)
return;
if(m_HudText == null)
{
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金庸群侠传3D重制版项目特殊授权声明文件
放置本文件的目录,表示本项目未取得该素材授权,如果您有异议,可以与我们联系。
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以下是未授权资产声明:(如无,则默认是本目录及所有子目录内容) | jynew/jyx2/Assets/3rd/UNAUTH_ASSETS_FOR_JYX2.md/0 | {
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//Vertexshader Input and Output
#ifndef MK_TOON_IO_FORWARD
#define MK_TOON_IO_FORWARD
#include "UnityCG.cginc"
#include "AutoLight.cginc"
/////////////////////////////////////////////////////////////////////////////////////////////
// INPUT
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// Easy Decal shader using Unity's standard pbs workflow. v1.1
Shader "Easy Decal/ED Standard Normal (Vertex Alpha)"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_BumpMap ("Normal Map", 2D) = "bump" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
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using UnityEditor;
using UnityEngine;
#if ODIN_INSPECTOR
using Sirenix.OdinInspector.Editor;
using Sirenix.Utilities;
using Sirenix.Utilities.Editor;
#endif
namespace XNodeEditor {
/// <summary> Override graph inspector to show an 'Open Graph' button at the top </summary>
[CustomEditor(typeof(XNode.NodeGraph)... | jynew/jyx2/Assets/3rd/xNode-1.8.0/Scripts/Editor/GraphAndNodeEditor.cs/0 | {
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