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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.Brains { /// <summary>A <see cref="CreatureB...
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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> /// Base c...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using UnityEditor; using UnityEngine; using UnityEngine.Playables; using Object = UnityEngine.Object; namespace Animancer.Editor { /// <summary>[Editor-Only] Draws the Inspector GUI for an <see cref...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using UnityEditor; using UnityEngine; using EventSequence = Animancer.AnimancerEvent.Sequence.Serializable; namespace Animancer.Editor { /// <summary>[Editor-Only] Draws the Inspector GUI for <see c...
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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. #if UNITY_EDITOR using System; using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEngine; namespace ...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Text; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Playables; using Object = UnityEngine.Object; namespace Animancer { /// <summary>[Pro-Only] /// An <see cref="AnimancerState"/...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Text; using UnityEngine; using Object = UnityEngine.Object; namespace Animancer { /// <summary> /// A callback to be invoked by Animation Events that have been triggered by a specific animation. ...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System.Collections.Generic; using UnityEngine; #if UNITY_EDITOR using System.IO; using UnityEditor; using UnityEditor.Animations; #endif namespace Animancer { /// <summary> /// A <see cref="ScriptableObject"/> based <se...
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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="ManualMixerState.Transition"/>.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.a...
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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 System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using Un...
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using System.Collections; using UnityEngine.UI; using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif using EventSystem = UnityEngine.EventSystems.EventSystem; namespace Lean.Common { /// <summary>This class contains useful methods used in almost all <b>LeanTouch</b> code.</summary> public static class Lean...
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using UnityEngine; using System.Collections.Generic; using Lean.Common; namespace Lean.Pool { /// <summary>This class handles the association between a spawned prefab, and the LeanGameObjectPool component that manages it.</summary> public static class LeanPool { public const string HelpUrlPrefix = LeanHelper.Hel...
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using MTE.Undo; using System.Collections.Generic; using UnityEditor; using UnityEngine; using System.IO; namespace MTE { internal class FlowPainter : IEditor { public int Id { get; } = 8; public bool Enabled { get; set; } = true; public string Name { get; } = "FlowPainter"; ...
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using System; using System.Collections.Generic; using UnityEngine; namespace MTE { //Please keep this attribute, it is used by MTE editor. [ExecuteInEditMode] public class GrassLoader : MonoBehaviour { public GrassList grassInstanceList = null; private void Start() { ...
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