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这里存放所有的技能配置
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using UnityEngine; using System.Collections; public class ReporterGUI : MonoBehaviour { Reporter reporter; void Awake() { reporter = gameObject.GetComponent<Reporter>(); } void OnGUI() { reporter.OnGUIDraw(); } }
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<?xml version="1.0"?> <doc> <assembly> <name>DOTweenEditor</name> </assembly> <members> <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Start(System.Action)"> <summary> Starts the update loop of tween in the editor. Has no effect during playMode. </s...
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// Author: Daniele Giardini - http://www.demigiant.com // Created: 2018/07/13 #if true // MODULE_MARKER using System; using DG.Tweening.Core; using DG.Tweening.Core.Enums; using DG.Tweening.Plugins; using DG.Tweening.Plugins.Core.PathCore; using DG.Tweening.Plugins.Options; using UnityEngine; #pragma warning disable...
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#if !DISABLE_ENCRYPTION using System.IO; using System.Security.Cryptography; #if NETFX_CORE using Windows.Security.Cryptography; using Windows.Security.Cryptography.Core; using Windows.Storage.Streams; using System.Runtime.InteropServices.WindowsRuntime; #endif namespace ES3Internal { public static class ES3Hash { ...
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using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; namespace ES3Internal { [System.Serializable] public abstract class ES3SerializableDictionary<TKey,TVal> : Dictionary<TKey,TVal>, ISerializationCallbackReceiver { [SerializeField] private List<TKey> ...
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using System; using System.Collections; using System.Collections.Generic; using ES3Internal; using System.Linq; namespace ES3Types { public class ES32DArrayType : ES3CollectionType { public ES32DArrayType(Type type) : base(type){} public override void Write(object obj, ES3Writer writer, ES3.ReferenceMode unity...
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using System; using System.Collections; using System.Collections.Generic; using ES3Internal; using System.Reflection; using System.Linq; namespace ES3Types { [UnityEngine.Scripting.Preserve] public class ES3StackType : ES3CollectionType { public ES3StackType(Type type) : base(type){} public override void Writ...
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namespace ES3Types { [UnityEngine.Scripting.Preserve] public class ES3Type_char : ES3Type { public static ES3Type Instance = null; public ES3Type_char() : base(typeof(char)) { isPrimitive = true; Instance = this; } public override void Write(object obj, ES3Writer writer) { writer.WritePrimiti...
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using System; using UnityEngine; namespace ES3Types { [UnityEngine.Scripting.Preserve] public class ES3Type_sbyte : ES3Type { public static ES3Type Instance = null; public ES3Type_sbyte() : base(typeof(sbyte)) { isPrimitive = true; Instance = this; } public override void Write(object obj, ES3Writ...
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#if !DISABLE_WEB using System.Collections; using System.Collections.Generic; using System.Text; using UnityEngine; using UnityEngine.Networking; using System; using ES3Internal; public class ES3Cloud : ES3WebClass { int timeout = 20; /// <summary>Constructs an new ES3Cloud object with the given URL to an ES3.ph...
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#if UNITY_EDITOR namespace UIWidgets { using System.Collections.Generic; using UnityEditor; /// <summary> /// DragSupport editor. /// </summary> [CanEditMultipleObjects] [CustomEditor(typeof(BaseDragSupport), true)] public class DragSupportEditor : OrderedEditor { /// <summary> /// Initializes a new inst...
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#if UNITY_EDITOR namespace UIWidgets { using System; using System.Collections.Generic; using UnityEditor; /// <summary> /// Progress bar editor. /// </summary> [CanEditMultipleObjects] [CustomEditor(typeof(Progressbar), true)] public class ProgressbarEditor : UIWidgetsMonoEditor { readonly Dictionary<stri...
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#if UNITY_EDITOR namespace UIWidgets { using System; using System.Collections.Generic; using UnityEditor; using UnityEngine; /// <summary> /// ScrollRectPaginator editor. /// </summary> [CustomEditor(typeof(ScrollRectPaginator), true)] [CanEditMultipleObjects] public class ScrollRectPaginatorEditor : UIWidg...
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#if UNITY_EDITOR namespace UIWidgets { using UnityEditor; /// <summary> /// TabButton editor. /// </summary> [CustomEditor(typeof(TabButtonBase), true)] [CanEditMultipleObjects] public class TabButtonEditor : ButtonCustomEditor { } } #endif
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namespace UIWidgets.Examples { using UIWidgets; using UnityEngine; /// <summary> /// Test Accordion. /// </summary> public class AccordionTestToggle : MonoBehaviour { /// <summary> /// Accordion. /// </summary> [SerializeField] protected Accordion TestAccordion; /// <summary> /// Toggleable Game...
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namespace UIWidgets.Examples { using UnityEngine; /// <summary> /// Test Date widgets. /// </summary> public class TestDate : MonoBehaviour { /// <summary> /// Calendar. /// </summary> [SerializeField] protected UIWidgets.DateBase DateBase; /// <summary> /// Start this instance. /// </summary> ...
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namespace UIWidgets.Examples { using UIWidgets; using UnityEngine; using UnityEngine.UI; /// <summary> /// ListViewIconsItem extended component. /// </summary> public class ListViewComponentCustomColoring : ListViewIconsItemComponent { /// <summary> /// Init graphics foreground. /// </summary> protect...
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namespace UIWidgets.Examples { /// <summary> /// Item class for GroupedList. /// </summary> public class GroupedListItem : IGroupedListItem { /// <summary> /// Name. /// </summary> public string Name { get; set; } /// <summary> /// Displayed item height. /// </summary> public float Heig...
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namespace UIWidgets.Examples { using UIWidgets; /// <summary> /// GroupedItems sample. /// Items grouped by keys. /// </summary> public class SimpleGroupedList : GroupedList<SimpleGroupedItem> { /// <summary> /// Get group for specified item. /// </summary> /// <param name="item">Item.</param> /// <r...
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namespace UIWidgets.Examples { using System.Collections; using System.Collections.Generic; using UIWidgets; using UnityEngine; /// <summary> /// Resize selected items. /// </summary> public class ListViewSelectedItemResize : MonoBehaviour { /// <summary> /// ListView. /// </summary> [SerializeField] ...
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namespace UIWidgets.Examples { using UIWidgets; using UnityEngine; using UnityEngine.UI; /// <summary> /// ListViewIconsItem extended component. /// </summary> public class ListViewButtonsComponent : ListViewItem, IViewData<ListViewButtonsItem> { /// <summary> /// Name. /// </summary> [SerializeField]...
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namespace UIWidgets.Examples { using System; using UnityEngine; /// <summary> /// ListViewCustom sample item description. /// </summary> [Serializable] public class ListViewCustomSampleItemDescription { /// <summary> /// Icon. /// </summary> [SerializeField] public Sprite Icon; /// <summary> //...
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namespace UIWidgets.Examples { using System.Collections.Generic; using UIWidgets; using UnityEngine; using UnityEngine.Serialization; /// <summary> /// Sample ListViewIcons with filter. /// </summary> public class ListViewIconsWithFilter : ListViewIcons { [SerializeField] [FormerlySerializedAs("m_items")...
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namespace UIWidgets.Examples { using System; using UIWidgets; using UnityEngine; /// <summary> /// ListViewVariableHeight item description. /// </summary> [Serializable] public class ListViewVariableHeightItemDescription { /// <summary> /// Name. /// </summary> [SerializeField] public string Name; ...
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namespace UIWidgets.Examples { using UIWidgets; using UnityEngine; using UnityEngine.UI; /// <summary> /// LVInputFields component. /// </summary> public class LVInputFieldsComponent : ListViewItem, IViewData<LVInputFieldsItem> { /// <summary> /// Input1. /// </summary> [SerializeField] [HideInInspe...
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namespace UIWidgets.Examples { using UIWidgets; using UnityEngine; using UnityEngine.UI; /// <summary> /// How to use RangeSlider. /// </summary> [RequireComponent(typeof(RangeSlider))] public class RangeSliderSample : MonoBehaviour, IUpgradeable { /// <summary> /// Text component to display RangeSlider v...
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