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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;
using UnityEngine.Events;
namespace Animancer.Examples.AnimatorControllers.GameKit
{
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// Copyright Unity Technologies 2019 // https://github.com/Unity-Technologies/animation-jobs-samples //
// This file has not been modified other to put it in the Animancer.Examples.Jobs namespace and add this message and the comment on the struct.
using UnityEngine;
#if UNITY_2019_3_OR_NEWER
using UnityEngine.Animati... | jynew/jyx2/Assets/3rd/Animancer/Examples/10 Animation Jobs/01 Two Bone IK/TwoBoneIKJob.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;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Experimental.Animations;
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System;
using UnityEngine;
namespace Animancer
{
/// <summary>[Pro-Only] A <see cref="ControllerState"/> which manages one float parameter.</summary>
/// <remarks>
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#if UNITY_EDITOR
using System;
namespace Animancer.Editor
{
/// <summary>[Editor-Only]
/// Causes an Inspector field in an <see cref="ITransition"/> to be drawn after its events where the events would
/// normally be dra... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/DrawAfterEventsAttribute.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 System.Reflection;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Animancer.Editor
{
/// <summary>[Editor-Only]
/// A ... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/SpriteEditor.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEngine;
namespace Animancer.Editor
{
/// <summary>[Editor-Only] [Pro-Only]
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System;
using static UnityEngine.Mathf;
using NormalizedDelegate = System.Func<float, float>;
namespace Animancer
{
/// <summary>A set of common <see href="https://easings.net">easing functions</see>.</summary>
/// <rema... | jynew/jyx2/Assets/3rd/Animancer/Utilities/Custom Fade/Easing.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="Float1ControllerState.Transition"/>.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.... | jynew/jyx2/Assets/3rd/Animancer/Utilities/Transitions/Float1ControllerTransition.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 UnityEngine.UI;
using UnityEngine.Events;
using UnityEngi... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Plugins/ETCBase.cs/0 | {
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using UnityEngine;
using UnityEngine.EventSystems;
namespace Lean.Common.Examples
{
/// <summary>This component allows you to open a URL using Unity events (e.g. a button).</summary>
[ExecuteInEditMode]
[AddComponentMenu("Lean/Common/Lean Link To")]
public class LeanLinkTo : MonoBehaviour, IPointerClickHandler
{... | jynew/jyx2/Assets/3rd/Lean/Common/Examples/Scripts/LeanLinkTo.cs/0 | {
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{
"name": "MTE_script",
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Shader "MTE/Standard/5 Textures/Display Normal"
{
Properties
{
_Control ("Control (RGBA)", 2D) = "red" {}
[NoScaleOffset]_ControlExtra ("Control Extra (R)", 2D) = "black" {}
_Splat0 ("Layer 1", 2D) = "white" {}
_Splat1 ("Layer 2", 2D) = "white" {}
_Splat2 ("Layer 3", 2D) = "white" {}
_Splat3 ("Layer 4", ... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Standard/5Textures/DisplayNormal.shader/0 | {
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//NOTE Use corresponding target 2.0 shader if you need to use this shader on lower-end devices that only support OpenGLES 2.0.
Shader "MTE/Surface/3 Textures/Specular"
{
Properties
{
_SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess("Shininess", Range(0.03, 1)) = 0.078125
_Control ("Control ... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Surface/3Textures/Specular.shader/0 | {
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Shader "MTE/Surface/5 Textures/Specular/Fog"
{
Properties
{
_SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess("Shininess", Range(0.03, 1)) = 0.078125
_Control ("Control (RGBA)", 2D) = "red" {}
_ControlExtra ("Control Extra (R)", 2D) = "black" {}
_Splat0 ("Layer 1", 2D) = "white" {}
_Sp... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Surface/5Textures/Specular-Fog.shader/0 | {
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// alpha-cutout billboard shader
Shader "MTE/Grass/AlphaCutout"
{
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
}
CGINCLUDE
#pragma surface surf Lambert alphatest:_Cutoff
... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Surface/Grass/AlphaCutout.shader/0 | {
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Shader "MTE/VertexColored/ColorOnly"
{
Properties
{
}
CGINCLUDE
#pragma surface surf Lambert vertex:vert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
#pragma multi_compile_fog
struct Input
{
float3 color: COLOR;
UNITY_FOG_COORDS(0)
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using UnityEngine;
using UnityEngine.AI;
namespace UnityEditor.AI
{
[CanEditMultipleObjects]
[CustomEditor(typeof(NavMeshLink))]
class NavMeshLinkEditor : Editor
{
SerializedProperty m_AgentTypeID;
SerializedProperty m_Area;
SerializedProperty m_CostModifier;
SerializedP... | jynew/jyx2/Assets/3rd/NavMeshComponents/Editor/NavMeshLinkEditor.cs/0 | {
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using UnityEngine;
using UnityEditor;
using System.Collections;
namespace ProGrids
{
public class pg_ParameterWindow : EditorWindow
{
public pg_Editor editor;
GUIContent gc_predictiveGrid = new GUIContent("Predictive Grid", "If enabled, the grid will automatically render at the optimal axis based on movement.... | jynew/jyx2/Assets/3rd/ProCore/ProGrids/Editor/pg_ParameterWindow.cs/0 | {
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//forward add setup
#ifndef MK_TOON_FORWARD_ADD_SETUP
#define MK_TOON_FORWARD_ADD_SETUP
#ifndef MK_TOON_FWD_ADD_PASS
#define MK_TOON_FWD_ADD_PASS 1
#endif
#include "UnityGlobalIllumination.cginc"
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "../Common/MKToonV.cginc"
#include "../Common/MK... | jynew/jyx2/Assets/3rd/_MK/MKToonFree/Shader/Inc/Forward/MKToonForwardAddSetup.cginc/0 | {
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//shadow input and output
#ifndef MK_TOON_SHADOWCASTER_IO
#define MK_TOON_SHADOWCASTER_IO
/////////////////////////////////////////////////////////////////////////////////////////////
// INPUT
/////////////////////////////////////////////////////////////////////////////////////////////
struct VertexInputShadowCa... | jynew/jyx2/Assets/3rd/_MK/MKToonFree/Shader/Inc/ShadowCaster/MKToonShadowCasterIO.cginc/0 | {
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/*
* 金庸群侠传3D重制版
* https://github.com/jynew/jynew
*
* 这是本开源项目文件头,所有代码均使用MIT协议。
* 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。
*
* 金庸老先生千古!
*
* 本文件作者:东方怂天(EasternDay)
*/
using System;
using i18n.Ext;
using i18n.TranslatorDef;
using UnityEngine;
using UnityEngine.UI;
namespace i18n.TranslateAttacher
{
/// <summ... | jynew/jyx2/Assets/3rd/i18n/TranslateAttacher/TextAttacher.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/i18n/TranslateAttacher/TextAttacher.cs",
"repo_id": "jynew",
"token_count": 932
} | 1,037 |
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m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 225627996, guid: ffea41b2ef7376143bee608c897e587a, type: 3}
m_N... | jynew/jyx2/Assets/3rd/nu Assets/Easy Decal/Atlas/Grafiti DSSD.asset/0 | {
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} | 1,039 |
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m_Name: DecalCracks_D
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m_ShaderKeywords:
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// Easy Decal shader using Unity's standard pbs workflow. v1.0
Shader "Easy Decal/ED Standard (Specular, Vertex Alpha, Cutoff)"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_SpecMap ("Specular (RGB) Smoothness (A)", 2D) = "white" {}
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