code stringlengths 1 2.01M | repo_name stringlengths 3 62 | path stringlengths 1 267 | language stringclasses 231
values | license stringclasses 13
values | size int64 1 2.01M |
|---|---|---|---|---|---|
// Copyright (c) 2011 Bob Berkebile (pixelplacment)
// Please direct any bugs/comments/suggestions to http://pixelplacement.com
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without r... | zzzstrawhatzzz | trunk/client/Assets/iTweenEditor/iTween.cs | C# | asf20 | 272,069 |
using UnityEngine;
using System.Collections.Generic;
using System.Collections;
using System.Linq;
public class StartAndStopTween : MonoBehaviour {
public GameObject target;
void OnGUI() {
// if(GUILayout.Button("Start Bounce")) {
// iTweenEvent.GetEvent(target, "Bounce").Play();
// }
//
// if(GUILayo... | zzzstrawhatzzz | trunk/client/Assets/iTweenEditor/Examples/StartAndStopTween.cs | C# | asf20 | 647 |
// Copyright (c) 2009-2012 David Koontz
// Please direct any bugs/comments/suggestions to david@koontzfamily.org
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restrictio... | zzzstrawhatzzz | trunk/client/Assets/iTweenEditor/iTweenEvent.cs | C# | asf20 | 22,904 |
//by Bob Berkebile : Pixelplacement : http://www.pixelplacement.com
using UnityEngine;
using System.Collections.Generic;
public class iTweenPath : MonoBehaviour
{
public string pathName ="";
public Color pathColor = Color.cyan;
public List<Vector3> nodes = new List<Vector3>(){Vector3.zero, Vector3.zero};
public i... | zzzstrawhatzzz | trunk/client/Assets/iTweenEditor/iTweenPath.cs | C# | asf20 | 1,019 |
using UnityEngine;
using System.Collections;
public class AnimateSwapTextures : MonoBehaviour
{
public Texture2D[] textures;
public string textureName;
public int fps;
private int currentFrame;
private float currentFrameTime;
// Cache
public Material material;
void Awake()
{
if (string.I... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Behaviours/AnimateSwapTextures.cs | C# | asf20 | 895 |
using UnityEngine;
using System.Collections;
/// <summary>
/// Using Find and Replace for every script file in the project ( ": GMonoBehaviour" -> ": GMonoBehaviour"
/// </summary>
public class GMonoBehaviour : /*Exclude from find and replace*/MonoBehaviour
{
}
| zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Behaviours/GMonoBehaviour.cs | C# | asf20 | 275 |
using UnityEngine;
using System.Collections;
[AddComponentMenu("Utilities/HUDFPS")]
public class HUDFPS : MonoBehaviour
{
// Attach this to any object to make a frames/second indicator.
//
// It calculates frames/second over each updateInterval,
// so the display does not keep changing wildly.
//
// I... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Behaviours/HUDFPS.cs | C# | asf20 | 2,653 |
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu("GFramework/Global Data")]
public class GlobalData : GMonoBehaviour
{
private static Dictionary<string, GameObject> cache = new Dictionary<string, GameObject>();
// Use this for initialization
void Awake()
... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Behaviours/GlobalData.cs | C# | asf20 | 595 |
using UnityEngine;
using System.Collections;
public class TimedTrailRenderer : MonoBehaviour
{
public bool emit = true;
public float emitTime = 0.00f;
public Material material;
public float lifeTime = 1.00f;
public Color[] colors;
public float[] sizes;
public float uvLengthScale = 0.01f;
publ... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Behaviours/TimedTrailRenderer.cs | C# | asf20 | 7,510 |
using UnityEngine;
using System.Collections;
public class AnimateTextureOffset : MonoBehaviour {
public Vector2 speed;
// Cache
public Material _material { get; private set; }
void Awake()
{
_material = renderer.sharedMaterial;
}
// Update is called once per frame
void Update () {
Vector2 ... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Behaviours/AnimateTextureOffset.cs | C# | asf20 | 462 |
using System.Collections;
using System.Text;
using System.Net;
using System.IO;
using System;
using System.Threading;
namespace Framework.Network
{
public class XHttp
{
public string RequestSync(string url, string userAgent, string postData, int timeout, bool keepAlive)
{
//Header
HttpWeb... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Network/XHttp.cs | C# | asf20 | 3,649 |
using System;
using System.Text;
using System.Security.Cryptography;
namespace Framework.Network
{
public class XAes
{
private System.Text.UTF8Encoding utf8Encoding = null;
private RijndaelManaged rijndael = null;
public XAes(string key, string iv)
{
this.utf8Encoding = ne... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Network/XAes.cs | C# | asf20 | 3,400 |
//using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using System.Security.Cryptography;
using System.Reflection;
using JsonFx.Json;
namespace Framework.Network
{
/// <summary>
/// Request parameters base class
/// </summary>
public class Req... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Network/MessageParams.cs | C# | asf20 | 1,486 |
using UnityEngine;
using System;
using System.Collections;
public enum SGPlayerMode
{
None = -1,
Single = 0,
Multi = 1,
Online = 2
}
public class SGSystem : SingletonMono<SGSystem>
{
public System.Random randomGenerator = new System.Random((int)DateTime.Now.Ticks & 0x0000FFFF);
private bo... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/System/SGSystem.cs | C# | asf20 | 1,109 |
using UnityEngine;
using System.Collections;
public class StatisticDefine {
// Funnels
public const string REACH_LEVEL = "Reach Level";
// Paying Users
public const string PAY_1ST_TIME = "Pay 1ST Time";
// Payment
public const string PAY = "Pay";
}
| zzzstrawhatzzz | trunk/client/Assets/Suga Framework/System/StatisticDefine.cs | C# | asf20 | 263 |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/**
* Interpolation utility functions: easing, bezier, and catmull-rom.
* Consider using Unity's Animation curve editor and AnimationCurve class
* before scripting the desired behaviour using this utility.
*
* Interpolation fu... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/Interpolate.cs | C# | asf20 | 25,755 |
using UnityEngine;
/// <summary>
/// Screen positions for use with the ScreenPlacement transform and gameObject extension for the 9 positions around the screen edge.
/// </summary>
public enum ScreenPosition {UpperLeft, UpperMiddle, UpperRight, Left, Middle, Right, LowerLeft, LowerMiddle, LowerRight};
public static c... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/ScreenPlacementExtension.cs | C# | asf20 | 6,632 |
using UnityEngine;
using System.Collections;
using GFramework;
using System;
public class SystemHelper {
private static string _deviceUniqueID;
public static string deviceUniqueID
{
get
{
try
{
if (_deviceUniqueID == null)
compute... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/SystemHelper.cs | C# | asf20 | 693 |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace GFramework
{
public class Layout
{
public class Scroll : IDisposable
{
bool _disposed = false;
pr... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/LayoutHelper.cs | C# | asf20 | 6,647 |
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using System.Reflection;
namespace GFramework
{
public interface IConfigDataTable
{
/// <summary>
/// Get name
/// </summary>
string GetName();
/// <summary>... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/ConfigDataTable.cs | C# | asf20 | 8,048 |
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Xml;
using System.Xml.Serialization;
using System.Xml.XPath;
using UnityEngine;
namespace GFramework
{
public class XmlHelper
{
public static Quaternion ToQuaternion(XmlNode node)
{
return n... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/XmlHelper.cs | C# | asf20 | 5,146 |
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Linq;
public class LeakCounter
{
public int allCounters;
public Dictionary<string, int> objectInstances = new Dictionary<string, int>();
public List<KeyValuePair<string, int>> sortedObjectInstances;
... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/DetectLeaks.cs | C# | asf20 | 3,991 |
using UnityEngine;
using System;
namespace GFramework
{
struct VertexData
{
// Pointers to vertex data
public Vector3[] positions;
public Vector3[] normals;
public BoneWeight[] boneWeights;
public Color[] colors;
public Vector2[] uv;
public Vector2[] uv1;
public Vector2[] uv2;
publi... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/MeshBuilder.cs | C# | asf20 | 20,743 |
using UnityEngine;
using System.Collections;
public class UserProfile : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
| zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/UserProfile.cs | C# | asf20 | 207 |
using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using UnityEngine;
namespace GFramework
{
/// <summary>
///
/// </summary>
... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/ConsoleCommands.cs | C# | asf20 | 17,141 |
//#define LOGIC_TEST // comment for production, uncomment for test sample
using System;
using System.Collections.Generic;
// (c) Gregory Adam 2009
//http://www.brpreiss.com/books/opus4/html/page557.html
/* and
* An Introduction to data structures with applications
* Jean-Paul Tremblay - Paul G. Sore... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/TopologicalSort.cs | C# | asf20 | 7,649 |
using System;
using UnityEngine;
namespace GFramework
{
public class SinCosTable
{
private const int TABLE_SIZE = 3600;
private const float TABLE_CONSTANT = TABLE_SIZE / (2 * Mathf.PI);
private static float[] sinTable;
private static float[] cosTable;
static SinCosTable()
{
Prebuild(... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/MathfEX.cs | C# | asf20 | 16,220 |
using UnityEngine;
using System.Collections;
public class GameFPSCounter : MonoBehaviour {
public float frequency = 0.5f;
public int fps;
// Use this for initialization
void Start () {
StartCoroutine(CountFPS());
}
private IEnumerator CountFPS()
{
for (; ; )
{
int lastFrameCount = Time.f... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/GameFPSCounter.cs | C# | asf20 | 606 |
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Linq.Expressions;
namespace GFramework
{
/// <summary>
/// Generic object manager container
/// Support superior finding on object key and flexible object type-based query
/// </summary>
/// <ty... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/ObjectManager.cs | C# | asf20 | 10,207 |
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace GFramework
{
public class Point
{
public float x;
public float y;
}
public static class ConvexHull
{
public static List<Point> FindConve... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/ConvexHull.cs | C# | asf20 | 3,069 |
using System;
using System.Reflection;
using UnityEngine;
namespace GFramework
{
/// <summary>
/// Field and Property Info in one single class
/// </summary>
public class FieldPropertyInfo
{
#region Fields
private MemberInfo memberInfo;
#endregion
#region Constructors
private Fi... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/FieldPropertyInfo.cs | C# | asf20 | 3,574 |
using UnityEngine;
using System;
using System.Collections.Generic;
public abstract class SystemModule : GMonoBehaviour
{
/// <summary>
/// Get dependencies
/// </summary>
/// <returns></returns>
public abstract System.Type[] GetDependencies();
/// <summary>
/// Initialize the module
/// </summa... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/SystemModule.cs | C# | asf20 | 1,029 |
using UnityEngine;
using System.Linq;
using System.Collections;
/// <summary>
/// Renderer extension.
/// </summary>
public static class RendererExtension
{
public static Material GetManagedMaterial(this Renderer renderer)
{
ManagedMaterial managedMaterial = renderer.GetComponent<ManagedMate... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/ManagedMaterial.cs | C# | asf20 | 4,329 |
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using X11;
namespace X11
{
public static partial class Extensions
{
/// <summary>
/// Get property generic
/// </summary>
public static TType GetDataAs<TType>... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/XExtensions.cs | C# | asf20 | 2,999 |
using UnityEngine;
using System.Collections;
using System;
using System.Linq;
using System.Collections.Generic;
[ExecuteInEditMode]
public class SkinnedMeshesCombiner : MonoBehaviour
{
/// Usually rendering with triangle strips is faster.
/// However when combining objects with very low triangle counts, it... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/SkinnedMeshesCombiner.cs | C# | asf20 | 6,134 |
using UnityEngine;
using System.Collections;
using System;
public class RandomHelper
{
public static readonly System.Random rand = new System.Random();
/// <summary>
/// Roulette selector algorithm
/// </summary>
public static TType SelectRoulette<TType>(TType[] group, Func<TType, float> getFitness)
{
... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/RandomHelper.cs | C# | asf20 | 1,187 |
using System;
public class FileSizeFormatProvider : IFormatProvider, ICustomFormatter
{
public object GetFormat(Type formatType)
{
if (formatType == typeof(ICustomFormatter)) return this;
return null;
}
private const string fileSizeFormat = "fs";
private const Decimal On... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/FileSizeFormatProvider.cs | C# | asf20 | 2,103 |
/*
* Copyright (c) 2012 Calvin Rien
*
* Based on the JSON parser by Patrick van Bergen
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html
*
* Simplified it so that it doesn't throw exceptions
* and can be used in Unity iPhone with maximum code stripping.
*
* P... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/MiniJSON.cs | C# | asf20 | 18,160 |
using System;
using System.Collections;
using System.Reflection;
using System.Text;
namespace GFramework {
public static class ObjectDumper {
public static string Dump (this object o) {
StringBuilder sb = new StringBuilder();
Dump(sb, o, 0, new ArrayList());
return sb.ToString();
}
... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/ObjectDumper.cs | C# | asf20 | 4,634 |
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Reflection;
using System.Runtime.InteropServices;
using UnityEngine;
namespace GFramework
{
public class ConsoleTypeConversion
{
private static Dictionary<System.Type, MethodInfo> methods = new Diction... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/ConsoleTypeConversion.cs | C# | asf20 | 7,680 |
using UnityEngine;
using System;
namespace GFramework
{
/// <summary>
/// Color class
/// </summary>
[System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Explicit)]
public struct GColor
{
// access by colorref
[System.Runtime.InteropServices.FieldOffset(0)]
p... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/Color.cs | C# | asf20 | 12,861 |
using UnityEngine;
using System.Collections;
public class UserProfileManager : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
| zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/UserProfileManager.cs | C# | asf20 | 214 |
using System.Security.Cryptography;
using System;
public class Crc32 : HashAlgorithm
{
public const UInt32 DefaultPolynomial = 0xedb88320;
public const UInt32 DefaultSeed = 0xffffffff;
private UInt32 hash;
private UInt32 seed;
private UInt32[] table;
private static UInt32[] defaultTable;
public C... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/CRC32.cs | C# | asf20 | 2,490 |
using System.Collections;
using System;
using UnityEngine;
/* Perlin noise use example:
Perlin perlin = new Perlin();
var value : float = perlin.Noise(2);
var value : float = perlin.Noise(2, 3, );
var value : float = perlin.Noise(2, 3, 4);
SmoothRandom use example:
var p = SmoothRandom.GetVector3(3);
*/
public c... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/Perlin.cs | C# | asf20 | 14,232 |
using UnityEngine;
using System;
/// <summary>
/// Singleton base class
/// </summary>
public class Singleton<T> where T : class, new()
{
private static readonly T singleton = new T();
public static T instance
{
get
{
return singleton;
}
}
}
/// <summary>
/// Singleton for mono beha... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/Singleton.cs | C# | asf20 | 1,734 |
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using X11;
using GFramework;
namespace X11
{
public static partial class Extensions
{
#region Unity type helpers
/// <summary>
/// Check vector equals
/// </s... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/XUnityExtensions.cs | C# | asf20 | 2,456 |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace GFramework
{
/// <summary>
/// Update scheduler to shedule a specific job
/// </summary>
public class JobScheduler
{
/// <summary>
/// A single job
/// </summary>
class Job
{
// Interval ... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/JobScheduler.cs | C# | asf20 | 3,401 |
using UnityEngine;
using System.Collections;
public class EffectRepawner : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
| zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/EffectRepawner.cs | C# | asf20 | 210 |
using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
using GFramework;
[Serializable]
public class FastColliderNode
{
public Transform transform;
public string name;
public Vector3 firstPt;
public Vector3 lastPt;
public float radius;
public void Init(strin... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/FastCollider.cs | C# | asf20 | 3,354 |
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace GFramework
{
/// <summary>
/// Event handler response value
/// </summary>
public enum EventResponse
{
Block,
PassThrough,
}
/// <summary>
/// Base class for event data
/// </summary>... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/EventDispatcher.cs | C# | asf20 | 2,704 |
/// <summary>
/// iTweenHinting (iT) - An iTween(http://itween.pixelplacement.com) helper class that store all parameters of all tweening function to allow for code hinting/discovery.
/// Tested compatibility with iTween Version: 2.0.37
/// </summary>
//
// released under MIT License
// http://www.opensourc... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/iTweenHinting.cs | C# | asf20 | 111,532 |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Security.Cryptography;
public class Encryption
{
public static System.Security.Cryptography.MD5 md5 = System.Security.Cryptography.MD5.Create();
public static RijndaelManaged GetRijndaelManaged(String secret... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/Encryption.cs | C# | asf20 | 4,038 |
//#define USE_SharpZipLib
/* * * * *
* A simple JSON Parser / builder
* ------------------------------
*
* It mainly has been written as a simple JSON parser. It can build a JSON string
* from the node-tree, or generate a node tree from any valid JSON string.
*
* If you want to use compression when s... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/SimpleJSON.cs | C# | asf20 | 24,690 |
using System;
using System.Collections.Generic;
using System.Linq;
namespace GFramework
{
/// <summary>
///
/// </summary>
public static class IDictionaryExtensions
{
/// <summary>
/// Get all relate keys by value
/// </summary>
public static bool TryGetKeysByValue<TKey, TValue>(this IDict... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/ReadOnlyDictionary.cs | C# | asf20 | 1,891 |
#region Copyright
// ----------------------------------------------------------------------------
//
// Modifications made by: Alex Kring (c) 2011, for SimplePath
//
// OpenSteerDotNet - pure .net port
// Port by Simon Oliver - http://www.handcircus.com
//
// OpenSteer -- Steering Behaviors for Autonomous Chara... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/PolylinePathway.cs | C# | asf20 | 7,331 |
using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
public class SkinnedMeshCombinerUtility
{
/// <summary>
///
/// </summary>
public enum CombineMode
{
// Medium speed, largest number of bones, accurate for all type of skinned mesh
// Duplicate bone/bindpos... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/SkinnedMeshCombinerUtility.cs | C# | asf20 | 14,905 |
/// <summary>
/// Object layer definations
/// </summary>
public class GlobalLayers
{
/// <summary>UI layer</summary>
public const int UI = 8;
public const int UIMask = 1 << UI;
/// <summary>Player layers</summary>
public const int Players = 9;
public const int PlayersMask = 1 << Players;
... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/GlobalLayers.cs | C# | asf20 | 602 |
using System;
using System.Collections.Generic;
namespace GFramework
{
/// <summary>
/// Multimap
/// </summary>
/// <typeparam name="KeyType"></typeparam>
/// <typeparam name="ValueType"></typeparam>
public class SortedMultiMap<TKey, TValue> : IEnumerable<KeyValuePair<TKey, List<TValue>>>
{
Sort... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/MultiMap.cs | C# | asf20 | 3,503 |
using UnityEngine;
using System.Collections;
public class PickUtil {
public static bool PickObject(Camera camera, Vector2 screenPos, int layers, out RaycastHit hit)
{
Ray ray = camera.ScreenPointToRay(new Vector3(screenPos.x, screenPos.y, 0));
return Physics.Raycast(ray, out hit, layers);
}
public st... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/PickUtil.cs | C# | asf20 | 532 |
using UnityEngine;
using System;
using System.Linq;
using System.Collections.Generic;
using GFramework;
[Serializable]
public class AlternativeMaterial
{
public string name;
public Material[] materials;
}
[AddComponentMenu("GFramework/Material Changer")]
public class MaterialChanger : MonoBehaviou... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/MaterialChanger.cs | C# | asf20 | 3,799 |
using System;
using System.Collections;
using System.Collections.Generic;
namespace GFramework
{
public class OrderedListItem<TKey> where TKey : IComparable<TKey>
{
public TKey key;
public OrderedListItem()
{
}
public OrderedListItem(TKey key)
{
this.key = key;
}
}
public c... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/OrderedList.cs | C# | asf20 | 1,662 |
using System;
using System.Text;
using System.Globalization;
namespace GFramework
{
public class StringHelper
{
/// <summary>
/// To convert a byte Array of Unicode values (UTF-8 encoded) to a complete string.
/// </summary>
/// <param name="characters">Unicode byte Array to be converted to strin... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Utilities/StringHelper.cs | C# | asf20 | 1,007 |
using UnityEngine;
using System.Collections;
using System;
[AttributeUsage(AttributeTargets.Class, Inherited = true, AllowMultiple = true)]
public class SoundClipAttribute : Attribute {
public string name { get; set; }
public SoundClipAttribute(string name)
{
this.name = name;
}
}
| zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Audio/SoundClipAttribute.cs | C# | asf20 | 301 |
using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
[Serializable]
public class SoundName
{
public string name;
public AudioClip clip;
}
[ExecuteInEditMode]
[RequireComponent(typeof(AudioSource))]
public class SoundableObject : MonoBehaviour {
public List<SoundN... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Audio/SoundableObject.cs | C# | asf20 | 2,534 |
using UnityEngine;
using System.Collections;
namespace Framework
{
//========================================================
// class BaseSingleton
//========================================================
// - for making singleton object
// - usage
// + declare class(derived )
// public clas... | zzzstrawhatzzz | trunk/client/Assets/Suga Framework/Base/BaseSingleton.cs | C# | asf20 | 765 |
using UnityEngine;
using System.Collections;
public class Bars : MonoBehaviour {
private float lastCutOffValue = 0f;
public float cutOffValue = 0;
private UITexture uiTexture = null;
private Material barMaterial = null;
// Use this for initialization
IEnumerator Start () {
uiTexture = GetComponent<UITexture>(... | zzzstrawhatzzz | trunk/client/Assets/RPG Theme NGUI Skin/Script/Bars.cs | C# | asf20 | 954 |
/*
* MenuDemo.cs
* This script is for demonstration purposes only!
*/
using UnityEngine;
using System.Collections;
public class MenuDemo : MonoBehaviour {
//windows
GameObject inventoryWindow, questWindow, skillWindow, settingsWindow;
//tooltips
GameObject skillTooltip, itemTooltip, ... | zzzstrawhatzzz | trunk/client/Assets/RPG Theme NGUI Skin/Script/MenuDemo.cs | C# | asf20 | 4,597 |
Shader "HealthMagic"
{
Properties
{
_Color("Bar Color", Color) = (1,1,1,1)
_MainTex("Main Texture", 2D) = "black" {}
_Effect("Distortion Texture", 2D) = "black" {}
_Mask("Cutoff Mask", 2D) = "black" {}
_Distortion("Distortion Power", Float) = 0
_Offset("Distortion Offset", Float) = 0
_Speed("Scroll Speed", Float) = ... | zzzstrawhatzzz | trunk/client/Assets/RPG Theme NGUI Skin/Shader/HealthMagic.shader | ShaderLab | asf20 | 3,903 |
using UnityEngine;
using System.Collections;
/// <summary>
/// This tracks input gestures for a mouse device
/// </summary>
public class MouseGestures : FingerGestures
{
// Number of mouse buttons to track
public int maxMouseButtons = 3;
protected override void Start()
{
base.Star... | zzzstrawhatzzz | trunk/client/Assets/Plugins/FingerGestures/MouseGestures.cs | C# | asf20 | 1,351 |
using UnityEngine;
using System.Collections;
/// <summary>
/// Input.Axis-based Pinch gesture replacement for mouse-device
/// Warning: it's a bit of a hack caused due to design limitations :(
/// </summary>
[AddComponentMenu( "FingerGestures/Gesture Recognizers/Mouse Pinch" )]
public class MousePinchGestureR... | zzzstrawhatzzz | trunk/client/Assets/Plugins/FingerGestures/Components/MousePinchGestureRecognizer.cs | C# | asf20 | 1,980 |
using UnityEngine;
using System.Collections;
/// <summary>
/// The finger motion detector component is not an actual gesture but is responsible for tracking the motion (or stillness) of a specific finger
/// </summary>
public class FingerMotionDetector : FGComponent
{
/// <summary>
/// Event fired whe... | zzzstrawhatzzz | trunk/client/Assets/Plugins/FingerGestures/Components/FingerMotionDetector.cs | C# | asf20 | 8,020 |
using UnityEngine;
using System.Collections;
/// <summary>
/// Swipe gesture: quick drag/drop motion & release in a cardinal direction (e.g. a page flip with the finger)
/// </summary>
[AddComponentMenu( "FingerGestures/Gesture Recognizers/Swipe" )]
public class SwipeGestureRecognizer : AveragedGestureRecognize... | zzzstrawhatzzz | trunk/client/Assets/Plugins/FingerGestures/Components/SwipeGestureRecognizer.cs | C# | asf20 | 4,588 |
using UnityEngine;
using System.Collections;
/// <summary>
/// Rotation gesture, also known as twist gesture
/// This gesture is performed by moving two fingers around a point of reference in opposite directions
///
/// NOTE: it is recommanded to set ResetMode to GestureResetMode.NextFrame for this gesture
/... | zzzstrawhatzzz | trunk/client/Assets/Plugins/FingerGestures/Components/RotationGestureRecognizer.cs | C# | asf20 | 5,956 |
using UnityEngine;
using System.Collections;
/// <summary>
/// Long-Press gesture: detects when the finger is held down without moving, for a specific duration
/// </summary>
[AddComponentMenu( "FingerGestures/Gesture Recognizers/Long Press" )]
public class LongPressGestureRecognizer : AveragedGestureRecognizer... | zzzstrawhatzzz | trunk/client/Assets/Plugins/FingerGestures/Components/LongPressGestureRecognizer.cs | C# | asf20 | 1,977 |
using UnityEngine;
using System.Collections;
/// <summary>
/// Tap gesture: single or multiple consecutive press and release gestures at the same location
/// </summary>
[AddComponentMenu( "FingerGestures/Gesture Recognizers/Tap" )]
public class TapGestureRecognizer : AveragedGestureRecognizer
{
/// <summ... | zzzstrawhatzzz | trunk/client/Assets/Plugins/FingerGestures/Components/TapGestureRecognizer.cs | C# | asf20 | 5,597 |
using UnityEngine;
using System.Collections;
/// <summary>
/// Pinch gesture: two fingers moving closer or further away from each other
///
/// NOTE: it is recommanded to set ResetMode to GestureResetMode.NextFrame for this gesture
/// </summary>
[AddComponentMenu( "FingerGestures/Gesture Recognizers/Pinch" )... | zzzstrawhatzzz | trunk/client/Assets/Plugins/FingerGestures/Components/PinchGestureRecognizer.cs | C# | asf20 | 5,866 |
using UnityEngine;
using System.Collections;
/// <summary>
/// Drag gesture: a full finger press > move > release sequence
/// </summary>
[AddComponentMenu( "FingerGestures/Gesture Recognizers/Drag" )]
public class DragGestureRecognizer : AveragedGestureRecognizer
{
/// <summary>
/// Event fired when... | zzzstrawhatzzz | trunk/client/Assets/Plugins/FingerGestures/Components/DragGestureRecognizer.cs | C# | asf20 | 3,164 |
using UnityEngine;
using System.Collections;
/// <summary>
/// Base class for any FingerGestures component
/// Its main task is to fire off OnUpdate() after the FingerGestures.Fingers have been updated during this frame.
/// </summary>
public abstract class FGComponent : MonoBehaviour
{
public delegate vo... | zzzstrawhatzzz | trunk/client/Assets/Plugins/FingerGestures/Components/Base/FGComponent.cs | C# | asf20 | 1,247 |
using UnityEngine;
using System.Collections;
/// <summary>
/// The base class for all gesture recognizers
/// </summary>
public abstract class GestureRecognizer : FGComponent
{
/// <summary>
/// Possible gesture states
/// </summary>
public enum GestureState
{
/// <summary>
... | zzzstrawhatzzz | trunk/client/Assets/Plugins/FingerGestures/Components/Base/GestureRecognizer.cs | C# | asf20 | 9,060 |
using UnityEngine;
using System.Collections;
/// <summary>
/// Base class for multi-finger gestures that require individual access to each finger position (as opposed to averaged position)
/// </summary>
public abstract class MultiFingerGestureRecognizer : GestureRecognizer
{
Vector2[] startPos;
prote... | zzzstrawhatzzz | trunk/client/Assets/Plugins/FingerGestures/Components/Base/MultiFingerGestureRecognizer.cs | C# | asf20 | 1,505 |
using UnityEngine;
using System.Collections;
/// <summary>
/// Base class used by most common gestures that can be performed with
/// and arbitrary number of fingers, such as drag, tap, swipe...
///
/// The position of the fingers are averaged and stored in the
/// StartPosition and/or Position fields
/// <... | zzzstrawhatzzz | trunk/client/Assets/Plugins/FingerGestures/Components/Base/AveragedGestureRecognizer.cs | C# | asf20 | 1,131 |
using UnityEngine;
using System.Collections;
public class FingerGesturesPrefabs : MonoBehaviour
{
public FingerMotionDetector fingerMotion;
public DragGestureRecognizer fingerDrag;
public TapGestureRecognizer fingerTap;
public SwipeGestureRecognizer fingerSwipe;
public LongPressGestureReco... | zzzstrawhatzzz | trunk/client/Assets/Plugins/FingerGestures/FingerGesturesPrefabs.cs | C# | asf20 | 818 |
using UnityEngine;
using System.Collections;
/// <summary>
/// This tracks input gestures for a touch-screen device (mobiles)
/// </summary>
public class TouchScreenGestures : FingerGestures
{
/// <summary>
/// Maximum number of simultaneous fingers to track
/// </summary>
public int maxFing... | zzzstrawhatzzz | trunk/client/Assets/Plugins/FingerGestures/TouchScreenGestures.cs | C# | asf20 | 2,503 |
using UnityEngine;
using System.Collections;
/// <summary>
/// This class is used to create and initialise the proper FigureGesture implementation based on the current platform the application is being run on
/// </summary>
public class FingerGesturesInitializer : MonoBehaviour
{
public FingerGestures editor... | zzzstrawhatzzz | trunk/client/Assets/Plugins/FingerGestures/FingerGesturesInitializer.cs | C# | asf20 | 1,176 |
// FingerGestures v2.2 (November 15th 2011)
// The FingerGestures library is copyright (c) of William Ravaine
// Please send feedback or bug reports to spk@fatalfrog.com
// More FingerGestures information at http://www.fatalfrog.com/?page_id=140
// Visit my website @ http://www.fatalfrog.com
using UnityEngine;
... | zzzstrawhatzzz | trunk/client/Assets/Plugins/FingerGestures/FingerGestures.cs | C# | asf20 | 64,097 |
using UnityEngine;
using System.Collections;
public class SoundPlayerScript : MonoBehaviour
{
public void PlaySound(AudioClip inClip )
{
//DontDestroyOnLoad(gameObject);
audio.PlayOneShot(inClip);
}
public void PlaySoundLoop(AudioClip inClip, float timeDelay = 0)
{
audio.loop = true;
audio.... | zzzstrawhatzzz | trunk/client/Assets/Audio/Scripts/SoundPlayerScript.cs | C# | asf20 | 845 |
public enum eSoundName {
bell,
Cancel,
chatty,
Click,
drump,
fishing_fail,
fishing_start,
fishing_start2,
fishing_succes,
fishing_wait_minigame,
open,
piyo,
piyopiyo,
shower,
sleep,
};
public enum MusicName {
Beach,
EventArea,
fever,
FishingMiniGame,
MyRoom,
Opening,
River,
SelectMap,
Shop,
};... | zzzstrawhatzzz | trunk/client/Assets/Audio/Scripts/DefineAudio.cs | C# | asf20 | 321 |
using UnityEngine;
using System.Collections;
public class MusicPlayerScript : MonoBehaviour {
//========================================
//
//========================================
void Awake()
{
//DontDestroyOnLoad(gameObject);
audio.loop = true;
}
//========================================
... | zzzstrawhatzzz | trunk/client/Assets/Audio/Scripts/MusicPlayerScript.cs | C# | asf20 | 1,089 |
using UnityEngine;
using System.IO;
using System.Collections;
using System.Collections.Generic;
//using SFCLIB;
public class AvAudioManager : SingletonMono<AvAudioManager>
{
const string soundPrefab = "Prefabs/Audio/SoundPlayer";
const string musicPrefab = "Prefabs/Audio/MusicPlayer";
private ... | zzzstrawhatzzz | trunk/client/Assets/Audio/Scripts/AvAudioManager.cs | C# | asf20 | 10,435 |
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
using System.Collections.Generic;
public class AudioToolEditor : ScriptableObject
{
[MenuItem("Tools/Audio/CreateAudioEnum")]
static void CreateTool()
{
string outStr = "public enum eSoundName {\n";
stri... | zzzstrawhatzzz | trunk/client/Assets/Audio/Editor/AudioToolEditor.cs | C# | asf20 | 4,149 |
using UnityEngine;
using System.Collections;
public delegate void ButtonClick();
public enum DialogName
{
None,
MessageBox
}
| zzzstrawhatzzz | trunk/client/Assets/UIManager/DefineUI.cs | C# | asf20 | 144 |
using UnityEngine;
using System.Collections;
public class GUIBaseDialogHandler : MonoBehaviour {
[HideInInspector]
public UIPanel uiPanel;
public void Initial()
{
Camera uiCam = GameObject.FindGameObjectWithTag("UICamera").camera;
UIAnchor[] anchors = gameObject.GetComponentsInChildren<UIA... | zzzstrawhatzzz | trunk/client/Assets/UIManager/GUIBaseDialogHandler.cs | C# | asf20 | 850 |
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class AvUIManager : SingletonMono<AvUIManager> {
private List<GUIDialogBase> listDialogs = null;
public GameObject blackBorder;
public GameObject loading;
public Camera uiCamera;
private int screenWidth=0;
... | zzzstrawhatzzz | trunk/client/Assets/UIManager/AvUIManager.cs | C# | asf20 | 5,970 |
//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2014 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
/// <summary>
/// Tween the object's alpha.
/// </summary>
[AddComponentMenu("NGUI/Tween/Tween Alpha")]
public class... | zzzstrawhatzzz | trunk/client/Assets/NGUI/Scripts/Tweening/TweenAlpha.cs | C# | asf20 | 1,639 |
//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2014 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
/// <summary>
/// Tween the camera's field of view.
/// </summary>
[RequireComponent(typeof(Camera))]
[AddComponentM... | zzzstrawhatzzz | trunk/client/Assets/NGUI/Scripts/Tweening/TweenFOV.cs | C# | asf20 | 1,749 |
//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2014 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
/// <summary>
/// Tween the object's position.
/// </summary>
[AddComponentMenu("NGUI/Tween/Tween Position")]
public... | zzzstrawhatzzz | trunk/client/Assets/NGUI/Scripts/Tweening/TweenPosition.cs | C# | asf20 | 2,176 |
//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2014 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
using System.Collections.Generic;
/// <summary>
/// Spring-like motion -- the farther away the object is from the tar... | zzzstrawhatzzz | trunk/client/Assets/NGUI/Scripts/Tweening/SpringPosition.cs | C# | asf20 | 3,490 |
//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2014 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
/// <summary>
/// Tween the widget's size.
/// </summary>
[RequireComponent(typeof(UIWidget))]
[AddComponentMenu("NG... | zzzstrawhatzzz | trunk/client/Assets/NGUI/Scripts/Tweening/TweenWidth.cs | C# | asf20 | 2,063 |
//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2014 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
/// <summary>
/// Tween the widget's size.
/// </summary>
[RequireComponent(typeof(UIWidget))]
[AddComponentMenu("NG... | zzzstrawhatzzz | trunk/client/Assets/NGUI/Scripts/Tweening/TweenHeight.cs | C# | asf20 | 2,074 |
//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2014 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
/// <summary>
/// Tween the audio source's volume.
/// </summary>
[RequireComponent(typeof(AudioSource))]
[AddCompon... | zzzstrawhatzzz | trunk/client/Assets/NGUI/Scripts/Tweening/TweenVolume.cs | C# | asf20 | 1,962 |