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 using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace GameObjectBrush { /// <summary> /// The main class of this extension/tool that handles the ui and the brush/paint functionality /// </summary> [InitializeOnLoad] public class GameObjectBrushEditor : EditorWindow ...
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// UNITY_SHADER_NO_UPGRADE Shader "Hidden/MTE/PaintTexturePreview" { Properties { _MainTex ("Albedo (RGB)", 2D) = "white" {} _NormalTex ("Normalmap", 2D) = "bump" {} _MaskTex ("Mask (RGB) Trans (A)", 2D) = "white" {} } CGINCLUDE #pragma surface surf Lambert vertex:vert alpha:blend nodynlightmap nolightmap...
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using UnityEngine; using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine.SceneManagement; namespace MTE { [CustomEditor(typeof(GrassLoader))] internal class GrassLoaderEditor : UnityEditor.Editor { /// <summary> /// Remove lightmap data from the grass GameObject, so it wo...
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using System; using UnityEngine; namespace MTE { [Serializable] internal class ObjectDetail : Detail { [SerializeField] public GameObject Object; [SerializeField] public Vector3 MinScale = Vector3.one; [SerializeField] public Vector3 MaxScale = Vector3.one...
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using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; using System.Text; namespace MTE { internal class RaiseLowerEditor : IEditor { public int Id { get; } = 1; public bool Enabled { get; set; } = true; public string Name { get; } = "RaiseLowerEdi...
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using System; using MTE.Undo; using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; namespace MTE { internal class VertexColorPainter : IEditor { public int Id { get; } = 5; public bool Enabled { get; set; } = true; public string Name { get; } = "...
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#if false using UnityEditor; using UnityEngine; namespace MTE { [UnityEditor.CustomEditor(typeof(RuntimeTextureArrayLoader))] public class RuntimeTextureArrayLoaderEditor : UnityEditor.Editor { public override void OnInspectorGUI() { base.OnInspectorGUI(); if (GUILay...
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using UnityEngine; //Please keep this attribute, it is used by MTE editor. [ExecuteInEditMode] public class VertexColorInitializer : MonoBehaviour { public VertexColor vertexColor = null; void Start() { ApplyVertexColor(); } /// <summary> /// Apply the vertex colors in the VertexColo...
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Shader "MTE/Standard/8 Textures/Diffuse" { Properties { _Control("Control (RGBA)", 2D) = "red" {} _ControlExtra("Control Extra (RG)", 2D) = "black" {} _Splat0("Layer 1", 2D) = "white" {} _Splat1("Layer 2", 2D) = "white" {} _Splat2("Layer 3", 2D) = "white" {} _Splat3("Layer 4", 2D) = "white" {} _Splat4(...
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using UnityEngine; using UnityEditor; using System.Collections; using System.Text; using System.Text.RegularExpressions; /** * INSTRUCTIONS * * - Only modify properties in the USER SETTINGS region. * - All content is loaded from external files (pc_AboutEntry_YourProduct. Use the templates! */ /** * Used to po...
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#if UNITY_EDITOR using UnityEngine; using UnityEditor; using System.Linq; using System.Collections; /** * Despite the MonoBehaviour inheritance, this is an Editor-only script. */ [ExecuteInEditMode] public class pg_SceneMeshRender : MonoBehaviour { // HideFlags.DontSaveInEditor isn't exposed for whatever reason, s...
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#if UNITY_EDITOR using UnityEngine; using System.Collections; namespace ProGrids { /** * Assign this script to a GameObject to tell ProGrids to ignore snapping on this object. * Child objects are still subject to snapping. * * Note - On Unity versions less than 5.2 this will not take effect until after a sc...
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using UnityEngine; namespace HUDText { public class bl_RandomBot : MonoBehaviour { [SerializeField] private bool Move = true; private Animator Anim; private float Rate; void Awake() { Anim = GetComponent<Animator>(); } void Update() ...
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//include file for important calculations during rendering #ifndef MK_TOON_INC #define MK_TOON_INC #include "../Common/MKToonDef.cginc" ///////////////////////////////////////////////////////////////////////////////////////////// // INC ////////////////////////////////////////////////////////////////////////////...
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//base include for outline #ifndef MK_TOON_OUTLINE_ONLY_BASE #define MK_TOON_OUTLINE_ONLY_BASE ///////////////////////////////////////////////////////////////////////////////////////////// // VERTEX SHADER ///////////////////////////////////////////////////////////////////////////////////////////// VertexOutputOu...
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//surface input and output #ifndef MK_TOON_SURFACE_IO #define MK_TOON_SURFACE_IO ///////////////////////////////////////////////////////////////////////////////////////////// // MKTOON SURFACE ///////////////////////////////////////////////////////////////////////////////////////////// //Dynamic precalc struct ...
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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) // 文件名: ISerializationCallbackReceiver.cs // 时间: 2022-01-05-2:52 PM // Serialization.cs using UnityEngine; using System.Collections.Generic; using Sys...
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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 System.Collections; using System.Collections.Generic; using Sirenix.OdinInspector; using Sirenix.Utilities; using UnityEditor;...
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using UnityEngine; /// <summary> Draw enums correctly within nodes. Without it, enums show up at the wrong positions. </summary> /// <remarks> Enums with this attribute are not detected by EditorGui.ChangeCheck due to waiting before executing </remarks> public class NodeEnumAttribute : PropertyAttribute { }
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using System; using System.Collections.Generic; using UnityEditor; using UnityEngine; using UnityEngine.Serialization; namespace XNodeEditor { public enum NoodlePath { Curvy, Straight, Angled, ShaderLab } public enum NoodleStroke { Full, Dashed } public static class NodeEditorPreferences { /// <...
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using System; using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; using XNode; namespace XNodeEditor { [CustomEditor(typeof(SceneGraph), true)] public class SceneGraphEditor : Editor { private SceneGraph sceneGraph; private bool removeSafely; ...
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{ "name": "com.github.siccity.xnode", "description": "xNode provides a set of APIs and an editor interface for creating and editing custom node graphs.", "version": "1.8.0", "unity": "2018.1", "displayName": "xNode" }
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