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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 an ...
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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.Brains { /// <summary>A <see cref="CreatureState"/> which keeps t...
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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> /// Base class for the various sta...
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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>Keeps track of whether or not an object...
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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 <see cref="NamedAnimancerComponent"/> which plays a main <see cref="RuntimeAnimatorController"/> with the /// ability...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Collections.Generic; using System.Text; using UnityEngine; using Object = UnityEngine.Object; namespace Animancer { /// <summary> /// A <see cref="callback"/> delegate paired with a <see cref="normal...
jynew/jyx2/Assets/3rd/Animancer/Internal/Core/AnimancerEvent.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using Unity.Collections; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Playables; using Object = UnityEngine.Object; namespace Animancer { /// <summary>Various extension methods and utilities.</s...
jynew/jyx2/Assets/3rd/Animancer/Internal/Core/AnimancerUtilities.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 { partial class AnimancerToolsWindow { /// <summary>[Editor-Only] [Pro-Only] A base <see cref="Panel"/> for modifying <se...
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.AnimationModifierPanel.cs/0
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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 UnityEngine; namespace Animancer.Editor { partial class AnimancerToolsWindow { /// <summary>[Editor-Only] [Pro-Only] A base <se...
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.SpriteModifierPanel.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // //#define LOG_STRING_CACHE using System; using System.Collections.Generic; using UnityEngine; namespace Animancer.Editor { /// <summary> /// A simple system for converting objects and storing the results so they can be reused...
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/ConversionCache.cs/0
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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; namespace Animancer { /// <summary>An object that can create an <see cref="AnimancerState"/> and set its details.</summary> /// <remarks> /// Transitions are generally used as arguments for <see cref="An...
jynew/jyx2/Assets/3rd/Animancer/Internal/Interfaces/ITransition.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine.Animations; using UnityEngine.Experimental.Animations; namespace Animancer { /// <summary>[Pro-Only] /// A base class that allows Animation Jobs to be easily inserted into an Animancer graph. /// </summar...
jynew/jyx2/Assets/3rd/Animancer/Utilities/Animation Jobs/AnimancerJob.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; namespace Animancer.FSM { /// <summary>A state that can be used in a <see cref="StateMachine{TState}"/>.</summary> /// <remarks> /// The <see cref="StateExtensions"/> class contains various extension met...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using UnityEngine; namespace Animancer.FSM { /// <summary>An object with a <see cref="Priority"/>.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm#sta...
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 #if UNITY_EDITOR using UnityEngine; using System.Collections.Generic; using System.Linq; using UnityEditor; namespace EModules.FastWaterModel20 { partial class FastWaterModel20ControllerEditor : Editor { POP_CLASS __pop_lightblend; public POP_CLASS pop_lightblend { get { return __pop_light...
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//#include "EModules Water Model 2.0 uniform.cginc" #if defined(USE_SHADOWS) && defined(SHADER_API_GLES) #define HAS_USE_SHADOWS = 1 #endif #if !defined(SKIP_FRESNEL_CALCULATION) #if !defined(HAS_REFRACTION_Z_BLEND_AND_RRFRESNEL) && !defined(RRFRESNEL) && !defined(RIM) && !defined(HAS_REFRACTION_Z_BLEND_AND_...
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#define USE_STRIP_UNIFORMS //#define COMPILE_TO_BUFFER //#define COMPILE_TO_BUFFER_AND_DONTWRITE_TOSHADER //#define OVERRIDE_OPTIMIZER using UnityEngine; using System.Collections.Generic; using System.Linq; #if UNITY_EDITOR using UnityEditor; using UnityEditor.SceneManagement; #endif #if UNITY_EDITOR [...
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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(QuickEnterOverExist))] public class QuickEnterExitInspector : UnityEditor.Editor { public override void OnInspectorGUI(){ QuickEnter...
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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{ // This...
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Engine/EasyTouchInput.cs/0
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using UnityEngine; using UnityEditor; using System.Collections; using System.Collections.Generic; public class ETCAxisInspector{ public static void AxisInspector(ETCAxis axis, string label, ETCBase.ControlType type, bool turnMove = false, string[] unityAxes=null){ EditorGUILayout.BeginHorizontal(); //GUI.color ...
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using UnityEngine; using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute; namespace Lean.Common { /// <summary>This component rotates the current GameObject based on the current Angle value. /// NOTE: This component overrides and takes over the rotation of this GameObject, so you can no longer external...
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using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace MTE { internal class GrassDetailListBox : DetailListBox<GrassDetail> { public override void NoDetailGUI() { EditorGUILayout.LabelField(StringTable.Get(C.Warning_NoGrass)); if (GUILayout.B...
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namespace MTE { internal enum GrassType { OneQuad, ThreeQuad, //TODO BillboardAsset } }
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using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; namespace MTE { internal class ObjectPainter : IEditor { public static ObjectPainter Instance; public int Id { get; } = 7; public string Header { get { return StringTable.Ge...
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using System.Collections.Generic; using UnityEngine; namespace MTE { internal struct TextureModifyGroup { public GameObject gameObject; public int splatIndex; public int splatTotal; public Texture2D controlTexture0; public Texture2D controlTexture1; public Text...
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