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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... | jynew/jyx2/Assets/Plugins/New UI Widgets/Scripts/TreeGraph/TreeGraphComponentIcons.cs/0 | {
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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 ... | jynew/jyx2/Assets/Plugins/New UI Widgets/Scripts/TreeView/TreeNodeToggle.cs/0 | {
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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... | jynew/jyx2/Assets/Plugins/New UI Widgets/Scripts/Utilities/ButtonAdvanced.cs/0 | {
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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.
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<?xml version="1.0"?>
<doc>
<assembly>
<name>Sirenix.Serialization.Config</name>
</assembly>
<members>
<member name="T:Sirenix.Serialization.CustomLogger">
<summary>
A helper class for quickly and easily defining custom loggers.
</summary>
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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
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_VertexOffsetY("Vertex OffsetY", float) = 0
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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 {
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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... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/Disposables/MultipleAssignmentDisposable.cs/0 | {
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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... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/Observable.Aggregate.cs/0 | {
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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... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/Observable.ErrorHandling.cs/0 | {
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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);
... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/Schedulers/IScheduler.cs/0 | {
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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... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/System/Tuple.cs/0 | {
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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);
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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... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/Operators/RepeatUntil.cs/0 | {
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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... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/ReactiveDictionary.cs/0 | {
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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... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/Triggers/ObservableCanvasGroupChangedTrigger.cs/0 | {
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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... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/Triggers/ObservableEndDragTrigger.cs/0 | {
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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... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/Triggers/ObservableParticleTrigger.cs/0 | {
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"repo_id": "jynew",
"token_count": 751
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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... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/Triggers/ObservableSelectTrigger.cs/0 | {
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"repo_id": "jynew",
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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... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/Triggers/ObservableTriggerTrigger.cs/0 | {
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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... | jynew/jyx2/Assets/Plugins/UniTask/Runtime/AsyncLazy.cs/0 | {
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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;
... | jynew/jyx2/Assets/Plugins/UniTask/Runtime/Internal/MinimumQueue.cs/0 | {
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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... | jynew/jyx2/Assets/Plugins/UniTask/Runtime/Internal/ValueStopwatch.cs/0 | {
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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... | jynew/jyx2/Assets/Plugins/UniTask/Runtime/Linq/UnityExtensions/EveryValueChanged.cs/0 | {
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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... | jynew/jyx2/Assets/Plugins/UniTask/Runtime/TaskPool.cs/0 | {
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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.
*
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using TileWorld;
using TileWorld.Events;
public class RuntimeConfigurationCreation : MonoBehaviour
{
public TileWorldCreator creator;
public TileWorldObjectScatter objectScatter;
[System.Serializable]
public class Themes
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