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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.StateMachines.Platformer { /// <summary>A <see cref="CreatureState"/> that play...
jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/07 Platformer/Creature States/DieState.cs/0
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913
// 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 UnityEngine; namespace Animancer.Examples.StateMachines.Platformer { /// <summary>Keeps track of the health...
jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/07 Platformer/Health.cs/0
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914
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917
// 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.InverseKinematics { /// <summary>Records the positions and rotations of a set o...
jynew/jyx2/Assets/3rd/Animancer/Examples/08 Inverse Kinematics/01 Puppet/TransformResetter.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; using UnityEngine.UI; namespace Animancer.Examples.AnimatorControllers.GameKit { /// <summary>A simple syste...
jynew/jyx2/Assets/3rd/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Creatures/CharacterSelector.cs/0
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921
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923
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928
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Collections; using System.Collections.Generic; using System.Text; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Playables; using Object = UnityEngine.Object; namespace Animancer { //...
jynew/jyx2/Assets/3rd/Animancer/Internal/Core/AnimancerLayer.cs/0
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929
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Collections.Generic; using System.Text; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Playables; using Object = UnityEngine.Object; namespace Animancer { /// <summary>An <see cref="A...
jynew/jyx2/Assets/3rd/Animancer/Internal/Core/ClipState.cs/0
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930
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using System.Collections.Generic; using System.IO; using System.Text; using UnityEditor; using UnityEditorInternal; using UnityEngine; namespace Animancer.Editor { partial class AnimancerToolsWindow...
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.GenerateSpriteAnimations.cs/0
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931
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using System.Collections.Generic; using UnityEditor; using UnityEditorInternal; using UnityEngine; using Object = UnityEngine.Object; namespace Animancer.Editor { /// <summary>[Editor-Only] [Pro-Onl...
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.cs/0
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932
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using UnityEditor; using UnityEngine; namespace Animancer.Editor { /// <summary>[Editor-Only] A cached width calculation for GUI elements.</summary> /// https://kybernetik.com.au/animancer/api/Animancer.Edito...
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/GUIElementWidth.cs/0
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933
// Serialization // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using System.Collections; using System.Collections.Generic; using System.Reflection; using System.Text; using UnityEditor; using UnityEngine; using Object = UnityEngine.Object; // Shared File Last Modified: 2021-01-03 namespace Animancer...
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Serialization/Serialization.cs/0
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934
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; using UnityEngine.Playables; namespace Animancer { /// <summary>An object that can be updated during Animancer's <see cref="PlayableBehaviour.PrepareFrame"/>.</summary> /// /// <example> /// Register...
jynew/jyx2/Assets/3rd/Animancer/Internal/Interfaces/IUpdatable.cs/0
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936
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine.Animations; using UnityEngine.Experimental.Animations; using Unity.Collections; namespace Animancer { /// <summary>[Pro-Only] /// A wrapper which allows access to the value of <see cref="bool"/> properties th...
jynew/jyx2/Assets/3rd/Animancer/Utilities/Animation Jobs/AnimatedBool.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; namespace Animancer.FSM { public partial class StateMachine<TState> { /// <summary> /// A simple buffer that remembers any failed calls to <see cref="StateMachine{TState}.TrySetState(TState)"...
jynew/jyx2/Assets/3rd/Animancer/Utilities/FSM/InputBuffer1.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; namespace Animancer { /// <summary> /// Adjusts the <see cref="Transform.localPosition"/> every frame to keep this object aligned to a grid with a size /// determined by the <see cref="Renderer"/> while ...
jynew/jyx2/Assets/3rd/Animancer/Utilities/PixelPerfectPositioning.cs/0
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944
 #if UNITY_EDITOR using UnityEngine; using System.Collections.Generic; using System.Linq; using UnityEditor; namespace EModules.FastWaterModel20 { partial class FastWaterModel20ControllerEditor : Editor { POP_CLASS __pop_noiseblend; public POP_CLASS pop_noiseblend { get { return __pop_noiseble...
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946
#if !defined(SKIP_LIGHTING) || !defined(SKIP_SPECULAR) || !defined(SKIP_FLAT_SPECULAR) #if defined(USE_LIGHTIN_NORMALS) #if defined(ULTRA_FAST_MODE) || defined(MINIMUM_MODE) fixed3 LWN = worldNormal; LWN.xz += worldNormal.xz * _LightNormalsFactor; LWN = normalize(LWN); #else fixed3 LWN = worldNormal; ...
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947
//version: 1.0 Shader "EM-X/Fast Water Model 2.0/Test Support 128 Block Instructions" { Properties{ _FrameRate("_FrameRate", Float) = 0 _FracTimeFull("_FracTimeFull", Float) = 0 _Frac2PITime("_Frac2PITime", Float) = 0 _Frac01Time("_Frac01Time", Float) = 0 _Frac01Time_d8_m...
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948
 using UnityEngine; using System.Collections.Generic; using UnityEngine.Rendering; using System.Collections; using System.Linq; #if UNITY_EDITOR using UnityEditor; #endif namespace EModules.FastWaterModel20 { #if UNITY_EDITOR [ExecuteInEditMode] #endif public class FastWaterModel20FrameBuffer : MonoBehaviour...
jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/Shaders/FastWaterModel20FrameBuffer.cs/0
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951
using UnityEngine; using System.Collections; using UnityEditor; using HedgehogTeam.EasyTouch; #if UNITY_5_3_OR_NEWER using UnityEditor.SceneManagement; #endif [CustomEditor(typeof(EasyTouch))] public class EasyTouchInspector : UnityEditor.Editor { public override void OnInspectorGUI(){ EasyTouch t = (EasyTou...
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Editor/EasyTouchInspector.cs/0
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952
using UnityEngine; using System.Collections; using UnityEditor; using HedgehogTeam.EasyTouch; #if UNITY_5_3_OR_NEWER using UnityEditor.SceneManagement; #endif [CustomEditor(typeof(QuickLongTap))] public class QuickLongTapInspector : UnityEditor.Editor { public override void OnInspectorGUI(){ QuickLongTap t = (...
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Editor/QuickLongTapInspector.cs/0
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953
/*********************************************** EasyTouch V Copyright © 2014-2015 The Hedgehog Team http://www.thehedgehogteam.com/Forum/ The.Hedgehog.Team@gmail.com **********************************************/ using UnityEngine; using UnityEngine.EventSystems; using System.Collections; using Syst...
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Engine/Finger.cs/0
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955
using UnityEngine; using UnityEngine.UI; using System.Collections; using UnityEditor; #if UNITY_5_3_OR_NEWER using UnityEditor.SceneManagement; #endif [CustomEditor(typeof(ETCButton))] public class ETCButtonInspector : UnityEditor.Editor { public string[] unityAxes; void OnEnable(){ var inputManager = AssetData...
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Plugins/Editor/ETCButtonInspector.cs/0
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using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace GameObjectBrush { /// <summary> /// Class that is responsible for the addition of new brushes to the list of brushObjects in the main editor windo class: "GameObjectBrushEditor" /// </summary> public class AddObjectPopu...
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using UnityEngine; namespace Lean.Common { /// <summary>This component allows you to spawn a prefab at the specified world point. /// NOTE: For this component to work you must manually call the <b>Spawn</b> method from somewhere.</summary> [HelpURL(LeanHelper.HelpUrlPrefix + "LeanSpawn")] [AddComponentMenu(LeanHel...
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// UNITY_SHADER_NO_UPGRADE //Mesh Terain Editor's terrain split preview shader for Builtin Pipeline //http://u3d.as/oWB //This is a modified shader from https://github.com/ColinLeung-NiloCat/UnityURPUnlitScreenSpaceDecalShader Shader "Hidden/MTE/ConverterSplitPreview/Builtin" { Properties { [Header(MT...
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namespace MTE { public class Detail { } }
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using System.Collections.Generic; using UnityEngine; namespace MTE { internal class GrassEditorUtil { /// <summary> /// Reload grass and build the grass map. /// </summary> /// <param name="grassLoader"></param> internal static void ReloadGrassesFromFile(GrassLoader gra...
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using System.Collections.Generic; using UnityEngine; namespace MTE { public struct MeshModifyGroup { public bool valid; public GameObject gameObject; public Mesh mesh; public MeshCollider meshCollider; public List<int> vIndex; public List<float> vDistance; ...
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#if UNITY_EDITOR using UnityEditor; using UnityEngine; namespace MTE { public enum TerrainMaterialType { BuiltInStandard, BuiltInLegacyDiffuse, BuiltInLegacySpecular, Custom, LWRPTerrainLit_Removed, URPTerrainLit, Unknown, } public static class ...
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Shader "MTE/Standard/2 Textures/Bumped" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Normal0 ("Normalmap 1", 2D) = "bump" {} _Normal1 ("Normalmap 2", 2D) = "bump" {} [Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0))...
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Shader "MTE/Standard/4 Textures/Diffuse" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Splat2 ("Layer 3", 2D) = "white" {} _Splat3 ("Layer 4", 2D) = "white" {} [Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0 ...
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Shader "MTE/Surface/4 Textures/Diffuse VertexColored" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Splat2 ("Layer 3", 2D) = "white" {} _Splat3 ("Layer 4", 2D) = "white" {} } CGINCLUDE #pragma surface surf Lambert v...
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using System.Collections.Generic; #if UNITY_EDITOR using UnityEditor; using UnityEditor.SceneManagement; #endif namespace UnityEngine.AI { public enum CollectObjects { All = 0, Volume = 1, Children = 2, } [ExecuteAlways] [DefaultExecutionOrder(-102)] [AddComponentMenu("...
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#define PRO using UnityEngine; using System.Collections; namespace ProGrids { public enum Axis { None = 0x0, X = 0x1, Y = 0x2, Z = 0x4, NegX = 0x8, NegY = 0x16, NegZ = 0x32 } public enum SnapUnit { Meter, #if PRO Centimeter, Millimeter, Inch, Foot, Yard, Parsec #endif } public ...
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using UnityEngine; using System.Collections.Generic; using System; using UnityEngine.SceneManagement; namespace AClockworkBerry { public class ScreenLogger : MonoBehaviour { public static bool IsPersistent = true; private static ScreenLogger instance; private static bool instantiated...
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using UnityEngine; using UnityEditor; using System.Collections; [CustomEditor(typeof(bl_HUDText))] public class bl_HUDTextEditor : UnityEditor.Editor { // target component public bl_HUDText m_Component = null; private GUIStyle m_NoteStyle = null; public void OnEnable() { m_Component = ...
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