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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;
using UnityEngine;
namespace Animancer.Examples.AnimatorControllers.GameKit
{
/// <summary>
/// A <see cref="... | jynew/jyx2/Assets/3rd/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/IdleState.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
// Compare to the original script: https://github.com/Unity-Technologies/animation-jobs-samples/blob/master/Assets/animation-jobs-samples/Samples/Scripts/TwoBoneIK/TwoBoneIK.cs
#pragma warning disable CS0649 // Field is never assigned ... | jynew/jyx2/Assets/3rd/Animancer/Examples/10 Animation Jobs/01 Two Bone IK/TwoBoneIK.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
using Object = UnityEngine.Object;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.Animations;
#endif
... | jynew/jyx2/Assets/3rd/Animancer/Internal/Controller States/ControllerState.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEngine;
namespace Animancer.Editor
{
/// <summary>[Editor-Only] A custom Inspector for <see cref="IAnimancerComponent"/>s.</summary>
/// https://kybernetik.com.au/a... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/BaseAnimancerComponentEditor.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
// Uncomment this #define to apply this custom editor to all ScriptableObjects.
// If you have another plugin with a custom ScriptableObject editor, you will probably want that one instead.
//#define ANIMANCER_SCRIPTABLE_OBJECT_EDITOR
... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/ScriptableObjectEditor.cs/0 | {
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"token_count": 641
} | 923 |
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#if UNITY_EDITOR
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.O... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Settings.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System;
using System.Text;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
namespace Animancer
{
/// <summary>[Pro-Only]
/// Base class for mixers which blend an array of child states togeth... | jynew/jyx2/Assets/3rd/Animancer/Internal/Mixer States/MixerStateT.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System.Collections.Generic;
using UnityEngine;
namespace Animancer
{
/// <summary>[Pro-Only]
/// A system which fades animation weights animations using a custom calculation rather than linear interpolation.
/// </su... | jynew/jyx2/Assets/3rd/Animancer/Utilities/Custom Fade/CustomFade.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using UnityEngine;
namespace Animancer
{
/// <summary>A <see cref="ScriptableObject"/> which holds a <see cref="ControllerState.Transition"/>.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au... | jynew/jyx2/Assets/3rd/Animancer/Utilities/Transitions/ControllerTransition.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{
public ... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Components/QuickBase.cs/0 | {
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} | 937 |
/***********************************************
EasyTouch V
Copyright © 2014-2015 The Hedgehog Team
http://www.thehedgehogteam.com/Forum/
The.Hedgehog.Team@gmail.com
**********************************************/
using UnityEngine;
using System.Collections;
using UnityEngine.Events;
using UnityEngin... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Components/QuickTwist.cs/0 | {
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using UnityEngine;
using System.Collections;
[AddComponentMenu("EasyTouch Controls/Set Direct Action Transform ")]
public class ETCSetDirectActionTransform : MonoBehaviour {
public string axisName1;
public string axisName2;
void Start(){
if (!string.IsNullOrEmpty(axisName1)){
ETCInput.SetAxisDirecTransform(... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Component/ETCSetDirectActionTransform.cs/0 | {
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/***********************************************
EasyTouch Controls
Copyright © 2016 The Hedgehog Team
http://www.thehedgehogteam.com/Forum/
The.Hedgehog.Team@gmail.com
**********************************************/
using UnityEngine;
using System.Collections;
[System.Serializable]
public class E... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Plugins/ETCAxis.cs/0 | {
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// Unlit map preview shader. Based on Unity's "Unlit/Texture". Version 1.3
// - no lighting
// - no lightmap support
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using System.Collections.Generic;
using UnityEngine;
namespace MTE
{
public class GrassUtil
{
#region grass: three quads (star)
public static void GenerateGrassStarObject(Vector3 position, Quaternion rotation,
float width, float height, Material material,
out GameObject... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Scripts/Grass/GrassUtil.cs/0 | {
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Shader "MTE/VertexColored/Bumped Diffuse"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Normal ("Normalmap", 2D) = "bump" {}
}
CGINCLUDE
#pragma surface surf Lambert vertex:vert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
#pragma... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Surface/Vertex-colored/Bumped.shader/0 | {
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using UnityEngine;
using UnityEngine.AI;
namespace UnityEditor.AI
{
public static class NavMeshComponentsGUIUtility
{
public static void AreaPopup(string labelName, SerializedProperty areaProperty)
{
var areaIndex = -1;
var areaNames = GameObjectUtility.GetNavMeshAreaNam... | jynew/jyx2/Assets/3rd/NavMeshComponents/Editor/NavMeshComponentsGUIUtility.cs/0 | {
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using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
namespace ProGrids
{
public class pg_GridRenderer
{
static readonly HideFlags PG_HIDE_FLAGS = HideFlags.HideAndDontSave;
const string PREVIEW_OBJECT_NAME = "ProGridsGridObject";
const string MA... | jynew/jyx2/Assets/3rd/ProCore/ProGrids/Editor/pg_GridRenderer.cs/0 | {
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using UnityEngine;
using System;
[Serializable]
public class HUDTextInfo
{
public Transform CacheTransform;
public string Text;
public bl_Guidance Side = bl_Guidance.LeftUp;
public int Size;
public Color Color;
public float Speed;
public float VerticalAceleration;
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using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Linq;
using System;
using UnityEditor.Utils;
using UnityEditorInternal;
#if UNITY_EDITOR
namespace MK.Toon
{
#pragma warning disable CS0612, CS0618, CS1692
public static class GuiStyles
{
public static GUISty... | jynew/jyx2/Assets/3rd/_MK/MKToonFree/Editor/MKToonFreeEditor.cs/0 | {
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//vertex and fragment shader
#ifndef MK_TOON_FORWARD
#define MK_TOON_FORWARD
/////////////////////////////////////////////////////////////////////////////////////////////
// VERTEX SHADER
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//shadow rendering input and output
#ifndef MK_TOON_SHADOWCASTER
#define MK_TOON_SHADOWCASTER
/////////////////////////////////////////////////////////////////////////////////////////////
// VERTEX SHADER
/////////////////////////////////////////////////////////////////////////////////////////////
void vertShado... | jynew/jyx2/Assets/3rd/_MK/MKToonFree/Shader/Inc/ShadowCaster/MKToonShadowCaster.cginc/0 | {
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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: DropdownAttacher.cs
// 时间: 2022-01-05-1:31 PM
using System.Collections.Generic;
using i18n.Ext;
using i18n.TranslatorDef;
using UnityEngine;
u... | jynew/jyx2/Assets/3rd/i18n/TranslateAttacher/DropdownAttacher.cs/0 | {
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"token_count": 765
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//-----------------------------------------------------
// Deferred screen space decal diffuse shader. Version 0.9 [Beta]
// Copyright (c) 2017 by Sycoforge
//-----------------------------------------------------
Shader "Easy Decal/SSD/Deferred SSD"
{
Properties
{
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_Color... | jynew/jyx2/Assets/3rd/nu Assets/Easy Decal/Shader/SSD/Legacy/DSSD.shader/0 | {
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"repo_id": "jynew",
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#if UNITY_EDITOR && ODIN_INSPECTOR
using System;
using System.Collections.Generic;
using System.Reflection;
using Sirenix.OdinInspector.Editor;
using UnityEngine;
using XNode;
namespace XNodeEditor {
internal class OdinNodeInGraphAttributeProcessor<T> : OdinAttributeProcessor<T> where T : Node {
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