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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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// 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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- Sprite
- Warrior
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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.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;
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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// 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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"repo_id": "jynew",
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// 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 | {
"file_path": "jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.cs",
"repo_id": "jynew",
"token_count": 4395
} | 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 | {
"file_path": "jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/GUIElementWidth.cs",
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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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// 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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// 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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#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... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/GUI/Draw/FastWaterModel20_GUI_Noise.cs/0 | {
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#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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//version: 1.0
Shader "EM-X/Fast Water Model 2.0/Test Support 128 Block Instructions"
{
Properties{
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_Frac2PITime("_Frac2PITime", Float) = 0
_Frac01Time("_Frac01Time", Float) = 0
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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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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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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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/***********************************************
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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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... | jynew/jyx2/Assets/3rd/GameObjectBrush/Scripts/Editor/AddObjectPopup.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Lean/Common/Extras/LeanSpawn.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/EditorResources/Shaders/ConverterSplitPreview_Builtin.shader/0 | {
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namespace MTE
{
public class Detail
{
}
} | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/Detail.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/GrassPainter/GrassEditorUtil.cs/0 | {
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} | 974 |
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;
... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/MeshModifyGroup.cs/0 | {
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#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
namespace MTE
{
public enum TerrainMaterialType
{
BuiltInStandard,
BuiltInLegacyDiffuse,
BuiltInLegacySpecular,
Custom,
LWRPTerrainLit_Removed,
URPTerrainLit,
Unknown,
}
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Shader "MTE/Standard/2 Textures/Bumped"
{
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_Splat1 ("Layer 2", 2D) = "white" {}
_Normal0 ("Normalmap 1", 2D) = "bump" {}
_Normal1 ("Normalmap 2", 2D) = "bump" {}
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{
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_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
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_Splat1 ("Layer 2", 2D) = "white" {}
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_Splat3 ("Layer 4", 2D) = "white" {}
}
CGINCLUDE
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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("... | jynew/jyx2/Assets/3rd/NavMeshComponents/Scripts/NavMeshSurface.cs/0 | {
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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
}
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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;
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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()
{
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