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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.FineControl { /// <summary>A <see cref="SpiderBot"/> with a single movement ani...
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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.Events { /// <summary> /// An <see cref="GolfHitController"/> that uses Ani...
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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 Animancer.FSM; using UnityEngine; using UnityEngine.UI; namespace Animancer.Examples.StateMachines.GameManager { /// <sum...
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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 Animancer.FSM; using UnityEngine; namespace Animancer.Examples.StateMachines.Brains { /// <summary> /// Base class fo...
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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 Animancer.Examples.StateMachines.Brains; using UnityEngine; namespace Animancer.Examples.StateMachines.Weapons { /// <sum...
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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 perf...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; namespace Animancer.Examples.InverseKinematics { /// <summary>Allows the user to drag any object with a collider around on screen with the mouse.</summary> /// <example><see href="https://kybernetik.com.au/a...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Animancer { partial struct AnimancerEvent { /// <summary> /// A variable-size list of <see cref="AnimancerE...
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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.Playables; using Object = UnityEngine.Object; #if UNITY_EDITOR using UnityEditor; using Animancer.Editor...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using System.Collections.Generic; using UnityEditor; using UnityEditorInternal; using UnityEngine; namespace Animancer.Editor { partial class AnimancerToolsWindow { /// <summary>[Editor-...
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// Serialization // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using UnityEditor; using UnityEngine; using Object = UnityEngine.Object; // Shared File Last Modified: 2020-05-17. namespace Animancer.Editor // namespace InspectorGadgets.Editor { /// <summary>[Editor-Only] Various serialization uti...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; using UnityEngine.Playables; namespace Animancer { /// <summary>Interface for objects that manage a <see cref="UnityEngine.Playables.Playable"/>.</summary> /// https://kybernetik.com.au/animancer/api/Animanc...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; namespace Animancer.FSM { /// <summary>An <see cref="IState"/> that uses delegates to define its behaviour.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manua...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Animancer.FSM { /// <summary>A simple Finite State Machine system that registers each state with a particular key.</summary> /// <remarks...
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 #if UNITY_EDITOR using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; namespace EModules.FastWaterModel20 { partial class FastWaterModel20ControllerEditor : Editor { POP_CLASS __pop_animatedmaintex; public POP_CLASS pop_animatedmaintex { get { return __p...
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//#pragma shader_feature SKIP_REFRACTION_GRABPASS /*#if defined(MINIMUM_MODE) #define MYFLOAT half #define MYFLOAT2 half2 #define MYFLOAT3 half3 #define MYFLOAT4 half4 #else*/ #define MYFLOAT float #define MYFLOAT2 float2 #define MYFLOAT3 float3 #define MYFLOAT4 float4 /*#endif*/ #if defined(MINIMUM_MODE) || defi...
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#if defined(UFAST_SHORE_1) //+ (sin(i.uv.x*50 + _FracTimeX*50) + 1)*0.1 #if defined(SKIP_SECOND_DEPTH_1) fixed shore_z = saturate((raw_zdepth / _UFSHORE_Length_1) / 10 + _Z_BLACK_OFFSET_V *3); #else fixed shore_z = GET_SHORE(i.uv.zw ) / _UFSHORE_Length_1 + _Z_BLACK_OFFSET_V; #define HAS_SHORE_Z = 1; #if defined(DEG...
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Shader "Hidden/EM-X/RefractionRender" { SubShader { Pass { Lighting Off Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag struct v2f { float4 pos : POSITION; float3 Z : TEXCOORD0; };...
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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(QuickDrag))] public class QuickDragInspector : UnityEditor.Editor { public override void OnInspectorGUI(){ QuickDrag t = (QuickDrag)ta...
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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 Sys...
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using UnityEngine; using UnityEditor; #if UNITY_5_3_OR_NEWER using UnityEditor.SceneManagement; #endif using System.Collections; [CustomEditor(typeof(ETCArea))] public class ETCAreaInspector : UnityEditor.Editor { private ETCArea.AreaPreset preset = ETCArea.AreaPreset.Choose; public override void OnInspectorGUI(){...
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using UnityEngine; namespace Lean.Common { /// <summary>This component stores information about a 3D plane. By default this plane lays on the XY axis, or faces the Z axis.</summary> [HelpURL(LeanHelper.HelpUrlPrefix + "LeanPlane")] [AddComponentMenu(LeanHelper.ComponentPathPrefix + "Plane")] public class LeanPlan...
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using System.Collections.Generic; using UnityEngine; namespace MTE { internal class GrassDetailList : ScriptableObject { public List<GrassDetail> grassDetailList; } }
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using System.Collections.Generic; using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine; using UnityEngine.SceneManagement; namespace MTE { internal partial class GrassPainter : IEditor { public int Id { get; } = 6; public bool Enabled { get; set; } = true; public s...
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using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace MTE { internal class ObjectDetailListBox : DetailListBox<ObjectDetail> { public override void NoDetailGUI() { EditorGUILayout.LabelField(StringTable.Get(C.Warning_NoPrefabAdded)); if (GUI...
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using System; using System.Collections.Generic; using System.IO; using MTE.Undo; using UnityEditor; using UnityEngine; namespace MTE { /// <summary> /// Splat texture painter /// </summary> /// <remarks> /// naming convention: /// control textures, "_Control" and "_ControlExtra" /// ...
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# MTE v 0.5 0 -0.1 v -0.5 0 -0.1 v -0.1633975 0 0.4830127 v 0.3366026 0 -0.3830127 v -0.3366025 0 -0.3830128 v 0.1633974 0 0.4830128 v 0.5 1 -0.1 v -0.5 1 -0.1 v -0.1633975 1 0.4830127 v 0.3366026 1 -0.3830127 v -0.3366025 1 -0.3830128 v 0.1633974 1 0.4830128 v 0.5 0 -0.099 v -0.5 0 -0.099 v -0.1642635 0 0.4825127 v 0....
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namespace MTE { /// <summary> /// Shader property names used in MTE texture array shaders. /// </summary> public class TextureArrayShaderPropertyNames { public const string WeightMap0PropertyName = "_Control0"; public const string WeightMap1PropertyName = "_Control1"; public...
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