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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; namespace Animancer.Examples.Basics { /// <summary> /// Starts with an idle animation and performs an ac...
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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 System.Collections; using UnityEngine; namespace Animancer.Examples.Basics { /// <summary>Plays through a series of anima...
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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; namespace Animancer.Examples.Locomotion { /// <summary>A simple trigger that teleports anything exiting it o...
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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 System.Collections.Generic; using UnityEngine; namespace Animancer.Examples.InverseKinematics { /// <summary>Spawns a bun...
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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; namespace Animancer.Examples.AnimatorControllers { /// <summary>Demonstrates how to play Animator Controller...
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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; using UnityEngine.Events; namespace Animancer.Examples.AnimatorControllers.GameKit { //...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using System.Collections.Generic; using UnityEditor; using UnityEditor.Animations; using UnityEngine; using UnityEngine.Playables; using Object = UnityEngine.Object; namespace Animancer.Editor { ///...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System.Collections.Generic; using UnityEditor; using UnityEditorInternal; using UnityEngine; using Object = UnityEngine.Object; namespace Animancer.Editor { /// <summary>[Editor-Only] A custom Inspector for...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using UnityEditor; using UnityEngine; using Object = UnityEngine.Object; namespace Animancer.Editor { internal partial class TransitionPreviewWindow { /// <summary>Inspector panel for th...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.Playables; using Object = UnityEngine.Object; using UnityEngine.Serialization; #if UNITY_EDITOR using UnityEditor; using UnityEditorInternal; #endif ...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using Animancer.Editor; using UnityEngine; namespace Animancer { /// <summary> /// A component which uses Animation Events with the Function Name "End" to invoke the /// <see cref="AnimancerEvent.Sequence.endEvent"/> of th...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; namespace Animancer { /// https://kybernetik.com.au/animancer/api/Animancer/CustomFade /// public partial class CustomFade { /****************************************************************...
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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="ClipState.Transition"/>.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/anima...
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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="MixerState.Transition2D"/>.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/an...
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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...
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/*********************************************** EasyTouch Controls Copyright © 2016 The Hedgehog Team http://www.thehedgehogteam.com/Forum/ The.Hedgehog.Team@gmail.com **********************************************/ using UnityEngine; using System.Collections; public static class ComponentExtensi...
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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 UnityEngin...
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using KeyCode = UnityEngine.KeyCode; #if ENABLE_INPUT_SYSTEM using NewCode = Unity​Engine.InputSystem.Key; #endif namespace Lean.Common { /// <summary>This class wraps <b>UnityEngine.Input</b> and <b>UnityEngine.InputSystem</b> so they can both be used from the same interface.</summary> public static class LeanInpu...
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using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace MTE { internal class SmoothHeightEditor : IEditor { public int Id { get; } = 3; public bool Enabled { get; set; } = true; public string Name { get; } = "SmoothHeightEditor"; public Texture Icon...
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using System; using System.Collections.Generic; using UnityEngine; namespace MTE { [Serializable] public class GrassQuad { [Header("Basic")] [SerializeField] private Material material; [SerializeField] private Vector3 position; [SerializeField] priva...
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using System.Collections.Generic; using System.IO; using UnityEditor.Experimental.SceneManagement; using UnityEditor.SceneManagement; using UnityEngine.AI; using UnityEngine; namespace UnityEditor.AI { public class NavMeshAssetManager : ScriptableSingleton<NavMeshAssetManager> { internal struct AsyncBa...
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// // OutlineMask.shader // QuickOutline // // Created by Chris Nolet on 2/21/18. // Copyright © 2018 Chris Nolet. All rights reserved. // Shader "Custom/Outline Mask" { Properties { [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0 } SubShader { Tags { "Queue" = "Trans...
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