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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="float"/> properties t... | jynew/jyx2/Assets/3rd/Animancer/Utilities/Animation Jobs/AnimatedFloat.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
namespace Animancer.FSM
{
public partial class StateMachine<TKey, TState>
{
/// <summary>
/// A simple buffer that remembers any failed calls to
/// <see cref="StateMachine{TKey, TState}.TrySetState(TKey... | jynew/jyx2/Assets/3rd/Animancer/Utilities/FSM/InputBuffer2.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.Collections.Generic;
using UnityEngine;
namespace Animancer
{
/// <summary>
/// Replaces the <see cref="Sprite... | jynew/jyx2/Assets/3rd/Animancer/Utilities/SpriteRendererTextureSwap.cs/0 | {
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<?xml version="1.0"?>
<doc>
<assembly>
<name>DemiLib</name>
</assembly>
<members>
<member name="F:DG.DemiLib.Core.GUIUtils.isProSkin">
<summary>
Set when calling <code>DeGUI.BeginGUI</code>
</summary>
</member>
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#if UNITY_IPHONE || UNITY_ANDROID || UNITY_TIZEN || UNITY_TVOS || UNITY_WP_8 || UNITY_WP_8_1
#define MOBILE_TARGET
#endif
#if UNITY_EDITOR
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace EModules.FastWaterModel20 {
partial class FastWaterModel20ControllerEdi... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/GUI/Draw/FastWaterModel20_GUI_Normals.cs/0 | {
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// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
//#include "EModules Water Model 2.0 uniform.cginc"
struct appdata {
MYFLOAT4 vertex : POSITION;
fixed3 normal : NORMAL;
fixed4 color : COLOR;
fixed4 tangent : TANGENT;
MYFLOAT4 texcoord : TEXCOORD0;
};
struct v2f {
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// Upgrade NOTE: replaced 'defined MAINTEX_HAS_MOVE' with 'defined (MAINTEX_HAS_MOVE)'
#if defined(SKIP_MAIN_TEXTURE)
//fixed3 tex = _ReplaceColor;
tex = fixed3(1, 1, 1);
#define SKIP_TEX = 1;
#else/////////////////// USE_TEX
#if defined(TEXTURE_CHANNEL_RGB)
#define MAINT_SAMPLE(t,u,v) fixed3 v = tex2D(t, u).rgb
#e... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/Shaders/EModules Water Model Texture.cginc/0 | {
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#define OVERRIDE_EDITOR_TEX_REMOVER
//#define USE_TEX2D_CONVERTER
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Collections;
using System.Linq;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace EModules.FastWaterModel20 {
public partial class FastWaterModel20Cont... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/Shaders/FastWaterModel20HelperController.cs/0 | {
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using UnityEngine;
using UnityEditor;
using System.Collections;
using UnityEngine.EventSystems;
using HedgehogTeam.EasyTouch;
public static class EasyTouchMenu{
[MenuItem ("GameObject/EasyTouch/EasyTouch", false, 0)]
static void AddEasyTouch(){
Selection.activeObject = EasyTouch.instance.gameObject;
}
}
... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Editor/EasyTouchMenu.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(QuickPinch))]
public class QuickPinchInspector : UnityEditor.Editor {
public override void OnInspectorGUI(){
QuickPinch t = (QuickP... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Editor/QuickPinchInspector.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;
using System;
namespace HedgehogTeam.Easy... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Engine/Gesture.cs/0 | {
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using UnityEngine;
using UnityEditor;
using System.Collections;
using UnityEngine.UI;
#if UNITY_5_3_OR_NEWER
using UnityEditor.SceneManagement;
#endif
[CustomEditor(typeof(ETCDPad))]
public class ETCDPadInspector : UnityEditor.Editor {
public string[] unityAxes;
void OnEnable(){
var inputManager = AssetDatabase... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Plugins/Editor/ETCDPadInspector.cs/0 | {
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using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace GameObjectBrush
{
[CreateAssetMenu(fileName = "New BrushCollection", menuName = "Tools/Gameobject Brush/Create BrushCollection")]
public class BrushCollection : ScriptableObject
{
[Ser... | jynew/jyx2/Assets/3rd/GameObjectBrush/Scripts/Editor/BrushCollection.cs/0 | {
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//Mesh Terain Editor's terrain split preview shader for URP
//http://u3d.as/oWB
//This is a modified shader from https://github.com/ColinLeung-NiloCat/UnityURPUnlitScreenSpaceDecalShader
Shader "Hidden/MTE/ConverterSplitPreview/URP"
{
Properties
{
[Header(MTE Parameters)]
_SplitNumber("Split N... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/EditorResources/Shaders/ConverterSplitPreview_URP.shader/0 | {
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using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace MTE
{
internal abstract class DetailListBox<T> where T: Detail
{
private Vector2 scrollPos = Vector2.zero;
public int DoGUI(int selectedDetailIndex)
{
scrollPos = EditorGUILayout.BeginScrollVi... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/DetailListBox.cs/0 | {
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} | 965 |
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace MTE
{
internal class GrassEditorUtilityWindow : MTEWindow
{
/// <summary>
/// Editing grass detail list
/// </summary>
public IList<GrassDetail> detailList;
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using UnityEngine;
namespace MTE
{
/// <summary>
/// Tiled mesh terrain container, this component can be saved removed when building.
/// </summary>
public class TileContainer : MonoBehaviour
{
public void OnEnable()
{
if (!Application.isEditor)
{
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Shader "MTE/Specialized/Mali 400/Surface/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" {}
}
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#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Collections.Generic;
namespace ProGrids
{
[InitializeOnLoad]
public static class pg_IconUtility
{
const string ICON_FOLDER_PATH = "ProGridsToggles";
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Shader "Easy Decal/Legacy/Reflect Bumped Specular Cut"
{
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// Easy Decal SSD masking shader using Unity's standard pbs workflow. v1.0
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{
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{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MetallicMap ("Metallic (R) Smoothness (A)", 2D) = "white" {}
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// Upgrade NOTE: commented out 'float4x4 _CameraToWorld', a built-in variable
// Upgrade NOTE: replaced '_CameraToWorld' with 'unity_CameraToWorld'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNI... | jynew/jyx2/Assets/3rd/nu Assets/Easy Decal/Shader/SSD/Legacy/SycoSSD.cginc/0 | {
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<img align="right" width="100" height="100" src="https://user-images.githubusercontent.com/37786733/41541140-71602302-731a-11e8-9434-79b3a57292b6.png">
[](https://discord.gg/qgPrHv4)
[![GitHub issues](https://img.shields.io/github/issues/Siccity/xNode.sv... | jynew/jyx2/Assets/3rd/xNode-1.8.0/README.md/0 | {
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using XNodeEditor.Internal;
namespace XNodeEditor {
/// <summary> Contains GUI methods </summary>
public partial class NodeEditorWindow {
public NodeGraphEditor graphEditor;
private List<Un... | jynew/jyx2/Assets/3rd/xNode-1.8.0/Scripts/Editor/NodeEditorGUI.cs/0 | {
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"repo_id": "jynew",
"token_count": 15431
} | 1,016 |
using System;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.Experimental.AssetImporters;
using UnityEngine;
using XNode;
namespace XNodeEditor {
/// <summary> Deals with modified assets </summary>
class NodeGraphImporter : AssetPostprocessor {
private static void OnPostproce... | jynew/jyx2/Assets/3rd/xNode-1.8.0/Scripts/Editor/NodeGraphImporter.cs/0 | {
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"repo_id": "jynew",
"token_count": 909
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XNode;
namespace XNode {
/// <summary> Lets you instantiate a node graph in the scene. This allows you to reference in-scene objects. </summary>
public class SceneGraph : MonoBehaviour {
public NodeGraph graph;
}
/// <summary>... | jynew/jyx2/Assets/3rd/xNode-1.8.0/Scripts/SceneGraph.cs/0 | {
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"token_count": 212
} | 1,018 |
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