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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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// 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...
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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...
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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...
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/nu Assets/UI/Unlit Color Alpha" { Properties { _Color ("Main Color", Color) = (1,1,1,0.5) } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 100 ZWrite Of...
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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...
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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) =...
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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 { "Queue" = "AlphaTest" "IgnoreProjector" = "True" "DisableB...
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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: // // 1. Re...
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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; namespace UnityE...
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