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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... | jynew/jyx2/Assets/3rd/Animancer/Examples/01 Basics/01 Quick Play/PlayAnimationOnClick.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 System.Collections;
using UnityEngine;
namespace Animancer.Examples.Basics
{
/// <summary>Plays through a series of anima... | jynew/jyx2/Assets/3rd/Animancer/Examples/01 Basics/03 Sequence Coroutine/SequenceCoroutine.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 UnityEngine;
namespace Animancer.Examples.Locomotion
{
/// <summary>A simple trigger that teleports anything exiting it o... | jynew/jyx2/Assets/3rd/Animancer/Examples/03 Locomotion/03 Linear Blending/ScreenBoundsTeleporter.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.StateMachines.Brains
{
/// <summary>A <see cref="CreatureB... | jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/04 Brains/KeyboardBrain.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 System.Collections.Generic;
using UnityEngine;
namespace Animancer.Examples.InverseKinematics
{
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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... | jynew/jyx2/Assets/3rd/Animancer/Examples/09 Animator Controllers/01 Hybrid Basics/HybridBasics.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;
using UnityEngine.Events;
namespace Animancer.Examples.AnimatorControllers.GameKit
{
//... | jynew/jyx2/Assets/3rd/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/DieState.cs/0 | {
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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
{
///... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/AnimancerPlayableDrawer.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/NamedAnimancerComponentEditor.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 Object = UnityEngine.Object;
namespace Animancer.Editor
{
internal partial class TransitionPreviewWindow
{
/// <summary>Inspector panel for th... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Inspector.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Animancer/Utilities/Animation Events/EndEventReceiver.cs/0 | {
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} | 942 |
// 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
{
/****************************************************************... | jynew/jyx2/Assets/3rd/Animancer/Utilities/Custom Fade/CustomFade.Curve.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Animancer/Utilities/Transitions/ClipTransition.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Animancer/Utilities/Transitions/MixerTransition2D.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;
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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... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Plugins/ComponentExtensions.cs/0 | {
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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;
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using KeyCode = UnityEngine.KeyCode;
#if ENABLE_INPUT_SYSTEM
using NewCode = UnityEngine.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... | jynew/jyx2/Assets/3rd/Lean/Common/Scripts/LeanInput.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/SmoothHeightEditor/SmoothHeightEditor.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Scripts/Grass/GrassQuad.cs/0 | {
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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>
{
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//
// OutlineMask.shader
// QuickOutline
//
// Created by Chris Nolet on 2/21/18.
// Copyright © 2018 Chris Nolet. All rights reserved.
//
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}
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