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#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using System.Linq;
using System.Collections.Generic;
namespace Lean.Common
{
/// <summary>This class allows you to quickly make custom inspectors with common features.</summary>
public class LeanInspector<T> : Editor
where T : Object
{
protected T tgt;
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<StringTable>
<Creator>MTE创建工具</Creator>
<MeshSize>模型大小</MeshSize>
<SplatTexture>溅斑(Splat)贴图</SplatTexture>
<NormalMap>法线贴图</NormalMap>
<ShaderType>Shader类型</ShaderType>
<CreateMultipleCopies>创建多个副本</CreateMultipleCopies>
<LegacyCreator_Header>旧式MTE地形</LegacyCreator_Header>
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{
"name": "NavMeshComponentsEditor",
"references": [
"NavMeshComponents"
],
"optionalUnityReferences": [],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
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/**
* 7/8/2013
*/
#define PRO
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.Reflection;
using System;
using System.Linq;
namespace ProGrids
{
[InitializeOnLoad]
public static class pg_Initializer
{
/**
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Hidden/ProGrids/pg_GridShader"
{
Properties
{
_AlphaCutoff ("Fade Cutoff", float) = .... | jynew/jyx2/Assets/3rd/ProCore/ProGrids/Shader/pg_GridShader.shader/0 | {
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using UnityEngine;
public enum bl_Guidance
{
Up,
Down,
Left,
Right,
LeftUp,
RightUp,
LeftDown,
RightDown
} | jynew/jyx2/Assets/3rd/UHUDText/Content/Script/Internal/Enum/bl_Guidance.cs/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: BaseAttacher.cs
// 时间: 2022-01-05-12:21 PM
using i18n.Ext;
using UnityEngine;
namespace i18n.TranslateAttacher
{
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