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void VertShader(inout appdata_full v, out Input data) { v.vertex.x += _VertexOffsetX; v.vertex.y += _VertexOffsetY; UNITY_INITIALIZE_OUTPUT(Input, data); float bold = step(v.texcoord1.y, 0); // Generate normal for backface float3 view = ObjSpaceViewDir(v.vertex); v.normal *= sign(dot(v.normal, view)); #if US...
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using System; using System.Collections.Generic; using System.Text; namespace UniRx { public interface ICancelable : IDisposable { bool IsDisposed { get; } } }
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using System; namespace UniRx { /// <summary> /// Notify value on setuped scheduler. /// </summary> public class ScheduledNotifier<T> : IObservable<T>, IProgress<T> { readonly IScheduler scheduler; readonly Subject<T> trigger = new Subject<T>(); /// <summary> /// U...
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using System; using System.Collections.Generic; using UniRx.Operators; namespace UniRx { public static partial class Observable { /// <summary> /// Create anonymous observable. Observer has exception durability. This is recommended for make operator and event like generator. /// </sum...
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using System; using System.Threading; using UniRx.InternalUtil; namespace UniRx { public static class Observer { internal static IObserver<T> CreateSubscribeObserver<T>(Action<T> onNext, Action<Exception> onError, Action onCompleted) { // need compare for avoid iOS AOT ...
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// this code is borrowed from RxOfficial(rx.codeplex.com) and modified // Copyright (c) Microsoft Open Technologies, Inc. All rights reserved. See License.txt in the project root for license information. using System.ComponentModel; using System.Threading; using UniRx.InternalUtil; using UniRx; using System; using S...
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// defined from .NET Framework 4.5 and NETFX_CORE #if !(NETFX_CORE || NET_4_6 || NET_STANDARD_2_0 || UNITY_WSA_10_0) using System; namespace UniRx { public interface IProgress<T> { void Report(T value); } public class Progress<T> : IProgress<T> { readonly Action<T> report; ...
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using System; using System.Collections; using System.Threading; using UnityEngine; #if !UniRxLibrary using ObservableUnity = UniRx.Observable; #endif namespace UniRx { public static partial class AsyncOperationExtensions { /// <summary> /// If you needs return value, use AsAsyncOperationObser...
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using System; using System.Collections; using System.Threading; namespace UniRx.Operators { internal class FromCoroutineObservable<T> : OperatorObservableBase<T> { readonly Func<IObserver<T>, CancellationToken, IEnumerator> coroutine; public FromCoroutineObservable(Func<IObserver<T>, Cancella...
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using System; using System.Collections.Generic; using System.Threading; #if CSHARP_7_OR_LATER || (UNITY_2018_3_OR_NEWER && (NET_STANDARD_2_0 || NET_4_6)) using System.Threading.Tasks; using UniRx.InternalUtil; #endif namespace UniRx { public interface IReactiveCommand<T> : IObservable<T> { IReadOnlyRe...
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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 ObservableCancelTrigger : Obse...
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using System; // require keep for Windows Universal App using UnityEngine; namespace UniRx.Triggers { [DisallowMultipleComponent] public class ObservableEnableTrigger : ObservableTriggerBase { Subject<Unit> onEnable; /// <summary>This function is called when the object becomes enabled and...
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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 ObservableMoveTrigger : Observ...
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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 ObservableScrollTrigger : Obse...
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using System; // require keep for Windows Universal App using UnityEngine; namespace UniRx.Triggers { // for GameObject public static partial class ObservableTriggerExtensions { #region ObservableAnimatorTrigger /// <summary>Callback for setting up animation IK (inverse kinematics).</summ...
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using UnityEngine; namespace UniRx { internal static class YieldInstructionCache { public static readonly WaitForEndOfFrame WaitForEndOfFrame = new WaitForEndOfFrame(); public static readonly WaitForFixedUpdate WaitForFixedUpdate = new WaitForFixedUpdate(); } }
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#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member using System; using System.Runtime.CompilerServices; namespace Cysharp.Threading.Tasks.Internal { internal static class Error { [MethodImpl(MethodImplOptions.AggressiveInlining)] public static void Throw...
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine.Networking; namespace Cysharp.Threading.Tasks.Internal { #if ENABLE_UNITYWEBREQUEST && (!UNITY_2019_1_OR_NEWER || UNITASK_WEBREQUEST_SUPPORT) internal static class UnityWebReq...
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# This file uses centimeters as units for non-parametric coordinates. g default v 0.052583 -0.119725 0.412163 v 0.052583 -0.119725 -0.419316 v -0.052584 -0.119725 -0.419470 v -0.052585 -0.119725 0.407746 v 0.142041 -0.119737 -0.805554 v 0.095155 -0.119725 -0.539656 v 0.273990 -0.119725 -0.474565 v 0.408991 -0.119737 -...
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using UnityEngine; using UnityEditor; using System.Collections; //Disable Log warnings for assigned but not used variables #pragma warning disable 0219 namespace TileWorld { public class TileWorldCreatorEditorPresetsWindow : EditorWindow { public static TileWorldCreatorEditorPresetsWindow window; ...
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/* TileWorldCreator * ---------------------- * Border mask behaviour * ---------------------- * * returns only the border cells of a map * */ using UnityEngine; using System.Collections; using TileWorld; /* To create a mask behaviour we have to inherit from TileWorldCreator * and use the IMaskBehaviour int...
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/* TILE WORLD CREATOR * Copyright (c) 2015 doorfortyfour OG / developed by Marc Egli * * Create awesome tile worlds in seconds. * * Using: * Drag this script on an empty gameobject and start creating. * OR * Drag the prefab called TileWorldCreator to an empty scene. * * * Documentation: http://tileworldcre...
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using UnityEngine; using System.Collections; using TileWorld; public class PlayerMovement : MonoBehaviour { public TileWorldCreator creator; public float speed = 6f; public bool randomMovement; Vector3 movement; Vector3 lastMovement; Rigidbody playerRigidbody; Plane planeGround = new Plane(Vecto...
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/* * Docstrap */ body { padding-top: 50px; font-family: 'Roboto Slab', 'Helvetica Neue', Helvetica, Arial, sans-serif; } .navbar-header { float: none; } .navbar-header .navbar-text { display: none; } .sidebar { display: none; } @media (min-width: 768px) { .sidebar { position: fixed; top: 51px; bottom:...
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/* * 金庸群侠传3D重制版 * https://github.com/jynew/jynew * * 这是本开源项目文件头,所有代码均使用MIT协议。 * 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。 * * 金庸老先生千古! */ using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Jyx2 { public enum BattleBlockType { ...
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/* * 金庸群侠传3D重制版 * https://github.com/jynew/jynew * * 这是本开源项目文件头,所有代码均使用MIT协议。 * 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。 * * 金庸老先生千古! */ using System; using System.Collections; using System.Collections.Generic; using i18n.TranslatorDef; using Jyx2; using UnityEngine; public enum Jyx2_MpType { Yin = 0, /...
jynew/jyx2/Assets/Scripts/GameCore/GameConst.cs/0
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jynew/jyx2/Assets/Scripts/GameCore/InputLogics/Core.meta/0
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using Sirenix.OdinInspector; using UnityEngine; using UnityEngine.UI; namespace Jyx2.InputCore.UI { public class GameSettingInputContext : Jyx2Input_UIContext { [SerializeField] [LabelText("选项卡切换后的默认UI选中对象")] private GameObject[] m_TabDefaultSelectObjects; [SerializeField] ...
jynew/jyx2/Assets/Scripts/GameCore/InputLogics/Core/Context/UI/GameSetting/GameSettingInputContext.cs/0
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jynew/jyx2/Assets/Scripts/GameCore/InputLogics/Core/Context/UI/MainMenu/RandomPropetyInputContext.cs.meta/0
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using UnityEngine; namespace Jyx2.InputCore.UI { public class SystemUIPanelInputContext : Jyx2Input_UIContext { public override void OnUpdate() { if (Jyx2_Input.GetButtonDown(Jyx2PlayerAction.UIClose)) { Jyx2_UIManager.Instance.HideUI(nameof(SystemUIPan...
jynew/jyx2/Assets/Scripts/GameCore/InputLogics/Core/Context/UI/System/SystemUIPanelInputContext.cs/0
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using Jyx2.InputCore; using Jyx2.MOD; using System; using UnityEngine; using UnityEngine.EventSystems; namespace Jyx2.UINavigation { public class NavigateFocus : MonoBehaviour, ISelectHandler { public void OnSelect(BaseEventData eventData) { #if UNITY_ANDROID || UNITY_IPHONE return...
jynew/jyx2/Assets/Scripts/GameCore/InputLogics/UINavigation/NavigateFocus.cs/0
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/* * 金庸群侠传3D重制版 * https://github.com/jynew/jynew * * 这是本开源项目文件头,所有代码均使用MIT协议。 * 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。 * * 金庸老先生千古! */ using System.Collections; using System.Collections.Generic; using UnityEngine; [ExecuteInEditMode] public class CameraDepth : MonoBehaviour { // Use this for initialization...
jynew/jyx2/Assets/Scripts/GameMaps/CameraControls/CameraDepth.cs/0
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/* * 金庸群侠传3D重制版 * https://github.com/jynew/jynew * * 这是本开源项目文件头,所有代码均使用MIT协议。 * 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。 * * 金庸老先生千古! */ using Jyx2; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; public class Jyx2Boat : MonoBeh...
jynew/jyx2/Assets/Scripts/GameMaps/Jyx2Boat.cs/0
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