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namespace UIWidgets { using UIWidgets.l10n; using UnityEngine; using UnityEngine.UI; /// <summary> /// TreeGraph component with icons. /// </summary> public class TreeGraphComponentIcons : TreeGraphComponent<TreeViewItem>, IUpgradeable { /// <summary> /// Name. /// </summary> [SerializeField] [HideI...
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namespace UIWidgets { using UnityEngine.Events; using UnityEngine.EventSystems; /// <summary> /// Tree node toggle. /// </summary> public class TreeNodeToggle : UIBehaviour, IPointerUpHandler, IPointerDownHandler, IPointerClickHandler { /// <summary> /// OnClick event. /// </summary> public UnityEvent ...
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// <auto-generated/> // Auto-generated added to suppress names errors. namespace UIWidgets { using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; /// <summary> /// Button advanced. You can add callback on PointerEnter/Exit/Down/Up. /// </summary> public class ButtonAdvanced : Button, IPo...
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Ring shader. // Should be used only "_RingColor", "_Thickness", "_Padding", "_Resolution" and "_Transparent" shader properties, // other properties should have the default value to be compatible with Unity UI. Shader "Custom/New UI ...
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Shader "TextMeshPro/Mobile/Bitmap" { Properties { _MainTex ("Font Atlas", 2D) = "white" {} [HDR]_Color ("Text Color", Color) = (1,1,1,1) _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 _VertexOffsetX("Vertex OffsetX", float) = 0 _VertexOffsetY("Vertex OffsetY", float) = 0 _MaskSoftnessX("Mask SoftnessX"...
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// Simplified version of the SDF Surface shader : // - No support for Bevel, Bump or envmap // - Diffuse only lighting // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. Shader "TextMeshPro/Mobile/Distance Field (Surface)" { Properties { _FaceTex ("Fill Texture"...
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using System; using System.Collections; namespace UniRx { public sealed class MultipleAssignmentDisposable : IDisposable, ICancelable { static readonly BooleanDisposable True = new BooleanDisposable(true); object gate = new object(); IDisposable current; public bool IsDispose...
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using System; using System.Collections.Generic; using System.Text; using UniRx.Operators; namespace UniRx { public static partial class Observable { public static IObservable<TSource> Scan<TSource>(this IObservable<TSource> source, Func<TSource, TSource, TSource> accumulator) { ret...
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using System; using System.Collections; using System.Collections.Generic; using UniRx.Operators; namespace UniRx { public static partial class Observable { public static IObservable<T> Finally<T>(this IObservable<T> source, Action finallyAction) { return new FinallyObservable<T>(so...
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using System; namespace UniRx { public interface IScheduler { DateTimeOffset Now { get; } // Interface is changed from official Rx for avoid iOS AOT problem (state is dangerous). IDisposable Schedule(Action action); IDisposable Schedule(TimeSpan dueTime, Action action); ...
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// defined from .NET Framework 4.0 and NETFX_CORE // This code is basaed from mono/mcs, but some performance modified // 1. class to struct // 2. implements IEquatable<T1, T2,...> // note, we need to create ValueTuple or UniRxTuple... #if !(NETFX_CORE || NET_4_6 || NET_STANDARD_2_0 || UNITY_WSA_10_0) using System; u...
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#if !(NETFX_CORE || NET_4_6 || NET_STANDARD_2_0 || UNITY_WSA_10_0) using System; namespace UniRx { public struct CancellationToken { readonly ICancelable source; public static readonly CancellationToken Empty = new CancellationToken(null); /// <summary>Same as Empty.</summar...
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using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace UniRx.Operators { internal class RepeatUntilObservable<T> : OperatorObservableBase<T> { readonly IEnumerable<IObservable<T>> sources; readonly IObservable<Unit> trigger; readonly Game...
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using System; using System.Collections; using System.Collections.Generic; using System.Runtime.Serialization; namespace UniRx { public struct DictionaryAddEvent<TKey, TValue> : IEquatable<DictionaryAddEvent<TKey, TValue>> { public TKey Key { get; private set; } public TValue Value { get; priva...
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// after 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; using UnityEngine; namespace UniRx.Triggers { [DisallowMultipleComponent] public class ObservableCanvasGroupChangedTrigger : ObservableTriggerBase { Subject<Unit> onCanvasGroupC...
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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 ObservableEndDragTrigger : Obs...
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using System; // require keep for Windows Universal App using UnityEngine; namespace UniRx.Triggers { [DisallowMultipleComponent] public class ObservableParticleTrigger : ObservableTriggerBase { Subject<GameObject> onParticleCollision; #if UNITY_5_4_OR_NEWER Subject<Unit> onParticleTrigger...
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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 ObservableSelectTrigger : Obse...
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using System; // require keep for Windows Universal App using UnityEngine; namespace UniRx.Triggers { [DisallowMultipleComponent] public class ObservableTriggerTrigger : ObservableTriggerBase { Subject<Collider> onTriggerEnter; /// <summary>OnTriggerEnter is called when the Collider other...
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#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member using System; using System.Threading; namespace Cysharp.Threading.Tasks { public class AsyncLazy { static Action<object> continuation = SetCompletionSource; Func<UniTask> taskFactory; UniTaskCom...
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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 { // optimized version of Standard Queue<T>. internal class MinimumQueue<T> { const int MinimumGrow = 4; ...
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using System; using System.Diagnostics; namespace Cysharp.Threading.Tasks.Internal { internal readonly struct ValueStopwatch { static readonly double TimestampToTicks = TimeSpan.TicksPerSecond / (double)Stopwatch.Frequency; readonly long startTimestamp; public static ValueStopwatch S...
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using Cysharp.Threading.Tasks.Internal; using System; using System.Collections.Generic; using System.Threading; namespace Cysharp.Threading.Tasks.Linq { public static partial class UniTaskAsyncEnumerable { public static IUniTaskAsyncEnumerable<TProperty> EveryValueChanged<TTarget, TProperty>(TTarget t...
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using System; using System.Collections.Concurrent; using System.Collections.Generic; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Threading; namespace Cysharp.Threading.Tasks { // internaly used but public, allow to user create custom operator with pooling. public...
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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 TileWorldCreatorEditorSettingsWindow : EditorWindow { public static TileWorldCreatorEditorSettingsWindow window; ...
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/* TileWorldCreator * ---------------------- * Circle mask behaviour * ---------------------- * * returns a circle shaped map * */ using UnityEngine; using System.Collections; using TileWorld; /* To create a mask behaviour we have to inherit from TileWorldCreator * and use the IMaskBehaviour interface. * ...
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/* TILE WORLD CREATOR RUNTIME EDITOR * Copyright (c) 2015 doorfortyfour OG * * Create awesome tile worlds in seconds. * * Using: * Drag the prefab called TileWorldCreatorRTE to your scene. * Make sure a TileWorldCreator prefab exists already in the * scene. Assign it at the TileWorldCreatorRTE prefab. * * D...
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