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using UnityEngine; using System.Collections; using UnityEditor; public class HTGuiTools{ private static Texture2D gradientTexture; #region Widget public static bool BeginFoldOut(string text,bool foldOut, bool endSpace=true){ text = "<b><size=11>" + text + "</size></b>"; if (foldOut){ text = "\u25BC " + t...
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Editor/HTGuiTools.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(QuickTwist))] public class QuickTwistInspector : UnityEditor.Editor { public override void OnInspectorGUI(){ QuickTwist t = (QuickTw...
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Editor/QuickTwistInspector.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; namespace HedgehogTeam.EasyTouch{ [Syste...
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Engine/ECamera.cs/0
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/*********************************************** EasyTouch Controls Copyright © 2014-2015 The Hedgehog Team http://www.blitz3dfr.com/teamtalk/index.php The.Hedgehog.Team@gmail.com **********************************************/ using UnityEngine; using UnityEngine.UI; using System.Collections; using Un...
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Plugins/Editor/ETCTouchPadInspector.cs/0
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using UnityEngine; using System.Collections.Generic; namespace Lean.Common { /// <summary>This component stores a list of points that form a path.</summary> [ExecuteInEditMode] [HelpURL(LeanHelper.HelpUrlPrefix + "LeanPath")] [AddComponentMenu(LeanHelper.ComponentPathPrefix + "Path")] public class LeanPath : Mon...
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using UnityEngine; namespace Lean.Pool { /// <summary>This component will automatically reset a Rigidbody2D when it gets spawned/despawned.</summary> [RequireComponent(typeof(Rigidbody2D))] [HelpURL(LeanPool.HelpUrlPrefix + "LeanPooledRigidbody2D")] [AddComponentMenu(LeanPool.ComponentPathPrefix + "Pooled Rigidbo...
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using System; using UnityEngine; namespace MTE { /// <summary> /// Grass Prototype info /// </summary> [Serializable] internal class GrassDetail : Detail { public const float DefaultMinWidth = 0.1f; public const float DefaultMaxWidth = 0.2f; public const float DefaultMin...
jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/GrassPainter/GrassDetail.cs/0
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using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace MTE { internal partial class GrassPainter { /* * Grass instances management */ #region grass instance list attaching private static bool CanAttachGrassLoader = false; private s...
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using System.Collections.Generic; using UnityEngine; namespace MTE { internal class ObjectDetailList : ScriptableObject { public List<ObjectDetail> list; } }
jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/ObjectPainter/ObjectDetailList.cs/0
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# MTE v 0.5 0 -0.001 v -0.5 0 -0.001 v 0.5 1 -0.001 v -0.5 1 -0.001 v 0.5 0 0.001 v -0.5 0 0.001 v 0.5 1 0.001 v -0.5 1 0.001 vt 0 0 vt 1 0 vt 0 1 vt 1 1 vt 0 0 vt 1 0 vt 0 1 vt 1 1 f 1/1 2/2 4/4 f 1/1 4/4 3/3 f 8/8 6/6 5/5 f 7/7 8/8 5/5
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using System.Collections.Generic; using UnityEngine; namespace MTE { /// <summary> /// Specifies textures and other required parameters when creating <see cref="Texture2DArray"/>. /// </summary> #if UNITY_EDITOR [CreateAssetMenu(fileName = "NewTextureArraySettings.asset", menuName = "Mesh Terr...
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#ifndef MTE_COMMON_CGINC_INCLUDED #define MTE_COMMON_CGINC_INCLUDED #ifdef MTE_STANDARD_SHADER #define Output SurfaceOutputStandard #else #define Output SurfaceOutput #endif void MTE_SplatmapFinalColor(Input IN, Output o, inout fixed4 color) { color *= o.Alpha; UNITY_APPLY_FOG(IN.fogCoord, color); } void MTE_Spla...
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Shader "MTE/Unlit/2 Textures (realtime shadow, no baked lightmap)" { Properties { _Control("Control (RGBA)", 2D) = "red" {} _Splat0("Layer 1", 2D) = "white" {} _Splat1("Layer 2", 2D) = "white" {} } SubShader { Pass { Tags { "LIGHTMODE" = "ForwardB...
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using System.Collections.Generic; namespace UnityEngine.AI { [ExecuteInEditMode] [DefaultExecutionOrder(-101)] [AddComponentMenu("Navigation/NavMeshLink", 33)] [HelpURL("https://github.com/Unity-Technologies/NavMeshComponents#documentation-draft")] public class NavMeshLink : MonoBehaviour { ...
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using UnityEngine; using System.Collections; public class bl_UHTCamera : MonoBehaviour { // WASDQE Panning public float minPanSpeed = 0.1f; // Starting panning speed public float maxPanSpeed = 1000f; // Max panning speed public float panTimeConstant = 20f; // Time to reach max panning speed ...
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//uniform variables #ifndef MK_TOON_V #define MK_TOON_V ///////////////////////////////////////////////////////////////////////////////////////////// // UNIFORM VARIABLES ///////////////////////////////////////////////////////////////////////////////////////////// //enabled uniform variables only if needed //...
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//outline setup #ifndef MK_TOON_OUTLINE_ONLY #define MK_TOON_OUTLINE_ONLY #ifndef MKTOON_OUTLINE_PASS_ONLY #define MKTOON_OUTLINE_PASS_ONLY 1 #endif #include "UnityGlobalIllumination.cginc" #include "UnityCG.cginc" #include "../Common/MKToonDef.cginc" #include "../Common/MKToonV.cginc" #include "../Commo...
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Easy Decal/Legacy/Alpha Edge Bleed Multiply" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Factor ("Fade Out", Range(1,2)) = 1 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="Tr...
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Easy Decal SSD masking shader using Unity's standard pbs workflow. v1.1 Shader "Easy Decal/SSD/Standard DSSD Mask (Specular)" { Properties { _Color ("Color",...
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Easy Decal/Unlit/ED Multiply" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Transparent" } LOD 100 Blend DstColor Zero Offset -1,-1 Lighting Off Pass { CGPROGR...
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using System; using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; using XNode; using XNodeEditor; namespace XNodeEditor { [CustomPropertyDrawer(typeof(NodeEnumAttribute))] public class NodeEnumDrawer : PropertyDrawer { public override void OnGUI(Rect position, Seriali...
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using System; using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; #if ODIN_INSPECTOR using Sirenix.OdinInspector.Editor; using Sirenix.Utilities; using Sirenix.Utilities.Editor; #endif namespace XNodeEditor { /// <summary> Base class to derive custom Node editors from. Use th...
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using UnityEditor; using UnityEngine; namespace XNodeEditor { public static class NodeEditorResources { // Textures public static Texture2D dot { get { return _dot != null ? _dot : _dot = Resources.Load<Texture2D>("xnode_dot"); } } private static Texture2D _dot; public static Textu...
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using System; using System.Collections.Generic; using UnityEngine; namespace XNode { /// <summary> /// Base class for all nodes /// </summary> /// <example> /// Classes extending this class will be considered as valid nodes by xNode. /// <code> /// [System.Serializable] /// public clas...
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