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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;
using UnityEngine.Events;
namespace Animancer.Examples.AnimatorControllers.GameKit
{
/// <summary>A <see cre... | jynew/jyx2/Assets/3rd/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/AttackState.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
{
/// <summary>[Internal]
/// A custom Inspector for an <see cref="AnimancerLayer"/> which sort... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/AnimancerLayerDrawer.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using Animancer.Editor;
using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using System.Collections;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Animancer
{
/// <summary>[Editor-Co... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/EventNamesAttribute.cs/0 | {
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"repo_id": "jynew",
"token_count": 6106
} | 917 |
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System;
using UnityEngine;
using UnityEngine.Playables;
using Object = UnityEngine.Object;
namespace Animancer
{
/// <summary>
/// Bitwise flags used by <see cref="Validate.IsEnabled"/> and <see cref="Validate.Disable"/>... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/OptionalWarning.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System;
using System.Text;
using UnityEngine;
namespace Animancer
{
/// <summary>[Pro-Only]
/// An <see cref="AnimancerState"/> which blends an array of other states together based on a two dimensional
/// parameter ... | jynew/jyx2/Assets/3rd/Animancer/Internal/Mixer States/DirectionalMixerState.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System;
using UnityEngine;
namespace Animancer
{
/// <summary>A set of up/right/down/left animations with diagonals as well.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/d... | jynew/jyx2/Assets/3rd/Animancer/Utilities/DirectionalAnimationSet8.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="LinearMixerState.Transition"/>.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.a... | jynew/jyx2/Assets/3rd/Animancer/Utilities/Transitions/LinearMixerTransition.cs/0 | {
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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 UnityEngine;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
namespace EModules.FastWaterModel20 {
partial class FastWaterModel20ControllerEd... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/GUI/FastWaterModel20_GUI_DrawerUltraFastMode.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 UnityEngine.Events;
using UnityEngi... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Components/QuickPinch.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 UnityEngine.UI;
using System.Collections;
using System.Col... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Plugins/ETCInput.cs/0 | {
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections.Generic;
using Lean.Common;
namespace Lean.Pool
{
/// <summary>This component allows you to pool GameObjects, giving you a very fast alternative to Instantiate and Destroy.
/// Pools also have settings to preload, recycle, and set the s... | jynew/jyx2/Assets/3rd/Lean/Pool/Scripts/LeanGameObjectPool.cs/0 | {
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using System;
using System.Collections.Generic;
using UnityEngine;
namespace MTE
{
[Serializable]
public class GrassList : ScriptableObject
{
public List<GrassStar> grasses;
public List<GrassQuad> quads;
}
}
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Shader "MTE/Surface/5 Textures/Diffuse VertexColored/Fog"
{
Properties
{
_Control ("Control (RGBA)", 2D) = "red" {}
_ControlExtra ("Control Extra (R)", 2D) = "black" {}
_Splat0 ("Layer 1", 2D) = "white" {}
_Splat1 ("Layer 2", 2D) = "white" {}
_Splat2 ("Layer 3", 2D) = "white" {}
_Splat3 ("Layer 4", 2D) =... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Surface/5Textures/VertexColored-Fog.shader/0 | {
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// Unlit alpha-cutout billboard shader.
// - no lighting
// - no lightmap support
Shader "MTE/Grass/UnlitBillboard"
{
Properties
{
_MainTex("Grass Texture", 2D) = "white" {}
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader
{
Tags
{
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"IgnoreProjector" = "True"
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// a simple water shader used for demos
// Animated Water Shader
// Copyright (c) 2012, Stanislaw Adaszewski (http://algoholic.eu)
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
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#define NAVMESHCOMPONENTS_SHOW_NAVMESHDATA_REF
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor.Experimental.SceneManagement;
using UnityEditor.IMGUI.Controls;
using UnityEditor.SceneManagement;
using UnityEditorInternal;
using UnityEngine.AI;
using UnityEngine;
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using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
public class bl_HUDText : MonoBehaviour {
/// <summary>
/// The Canvas Root of scene.
/// </summary>
[Tooltip("Canvas Root of scene.")]
public Transform CanvasParent;
public GameType m_Type = GameType.Mode3D;
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