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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... | jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/05 More Brains/MouseBrain.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 UnityEngine;
namespace Animancer.Examples.AnimatorControllers.GameKit
{
/// <summary>
/// Base c... | jynew/jyx2/Assets/3rd/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/CreatureState.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/AnimancerNodeDrawer.cs/0 | {
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} | 929 |
// 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... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/EventSequenceDrawer.cs/0 | {
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} | 930 |
// 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 ... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/ReadMe.cs/0 | {
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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"/... | jynew/jyx2/Assets/3rd/Animancer/Internal/Mixer States/LinearMixerState.cs/0 | {
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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.
... | jynew/jyx2/Assets/3rd/Animancer/Utilities/Animation Events/AnimationEventReceiver.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Animancer/Utilities/Transitions/AnimancerTransition.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/Animancer/Utilities/Transitions/AnimancerTransition.cs",
"repo_id": "jynew",
"token_count": 6610
} | 936 |
// 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... | jynew/jyx2/Assets/3rd/Animancer/Utilities/Transitions/ManualMixerTransition.cs/0 | {
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<?xml version="1.0"?>
<doc>
<assembly>
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<members>
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<summary>
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</member>
<member name="F:DG.DemiEditor.DeEditorFileUtils.ADBPathSlash">
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//#define SHOW_NOISE_CATEGORY
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace EModules.FastWaterModel20 {
#if UNITY_EDITOR
[CanEditMultipleObjects]
[CustomEditor(typeof(FastWaterModel20Controller))]
partial class FastWaterModel20Contro... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/GUI/FastWaterModel20_GUI_MainEditor.cs/0 | {
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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/QuickSwipe.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Plugins/ETCJoystick.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Plugins/ETCJoystick.cs",
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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... | jynew/jyx2/Assets/3rd/Lean/Common/Scripts/LeanHelper.cs/0 | {
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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
{
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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";
... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/FlowPainter/FlowPainter.cs/0 | {
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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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Shader "MTE/Standard/5 Textures/Bumped/Fog"
{
Properties
{
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_ControlExtra ("Control Extra (R)", 2D) = "black" {}
_Splat0 ("Layer 1", 2D) = "white" {}
_Splat1 ("Layer 2", 2D) = "white" {}
_Splat2 ("Layer 3", 2D) = "white" {}
_Splat3 ("Layer 4", 2D) = "white" {}
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Shader "MTE/Surface/5 Textures/Diffuse VertexColored/NoFog"
{
Properties
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_Splat1 ("Layer 2", 2D) = "white" {}
_Splat2 ("Layer 3", 2D) = "white" {}
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//
// OutlineFill.shader
// QuickOutline
//
// Created by Chris Nolet on 2/21/18.
// Copyright © 2018 Chris Nolet. All rights reserved.
//
Shader "Custom/Outline Fill" {
Properties {
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
_OutlineColor("Outline Color", Color) = (1, 1, ... | jynew/jyx2/Assets/3rd/QuickOutline/Resources/Shaders/OutlineFill.shader/0 | {
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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class bl_Text : MonoBehaviour
{
//Use this if the Text prefabs have more than a UI component
public CanvasGroup LayoutRoot = null;
public Text m_Text = null;
public RectTransform Rect;
public Color m_Color { get; set; }
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