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using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.LowLevel; | |
using System.Linq; | |
using System.Threading; | |
namespace EditorUtils { | |
// | |
// Serializable settings |
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using System; | |
using Cysharp.Threading.Tasks; | |
/// <summary> | |
/// Provides helper methods for working with UniTask, including methods to await multiple tasks | |
/// and capture their results or exceptions. | |
/// </summary> | |
public class UniTaskHelpers { | |
/// <summary> | |
/// Awaits two UniTasks and returns a tuple containing the results or exceptions for each task. |
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Animations; | |
using UnityEngine.Playables; | |
using MEC; // Uses More Effective Coroutines from the Unity Asset Store | |
public class AnimationSystem { | |
PlayableGraph playableGraph; | |
readonly AnimationMixerPlayable topLevelMixer; |
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// D* Lite is an incremental heuristic search algorithm that finds the shortest path in a graph | |
// from a goal node to a start node. It is designed to be efficient in terms of memory and computation | |
// while updating the graph in real-time. | |
// Koenig and Likhachev - http://idm-lab.org/bib/abstracts/papers/aaai02b.pdf | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; |
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[CreateAssetMenu(fileName = "AbilityData", menuName = "ScriptableObjects/AbilityData", order = 1)] | |
public class AbilityData : ScriptableObject { | |
public AnimationClip animationClip; | |
public int animationHash; | |
public float duration; | |
public Sprite icon; | |
public string fullName; | |
void OnValidate() { |
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/** | |
MIT License | |
Copyright (c) 2023 Bayat Games | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is |
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// Improved navigation code | |
using System; | |
using System.Collections.Generic; | |
using UnityEngine.Serialization; | |
using UnityEngine.EventSystems; | |
namespace UnityEngine.UI | |
{ | |
[AddComponentMenu("UI/Selectable", 35)] | |
[ExecuteAlways] |
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using System; | |
using UnityEngine; | |
using TMPro; | |
/// <summary> | |
/// A generic 2D grid implementation that can be used in both 2D and 3D. | |
/// The grid stores values of a specified type and provides methods for accessing and modifying | |
/// these values based on grid coordinates or world coordinates. The grid can be displayed | |
/// either vertically (X-Y plane) or horizontally (X-Z plane) using a CoordinateConverter. | |
/// </summary> |
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using System.Reflection; | |
using UnityEditor; | |
using UnityEngine; | |
/// <summary> | |
/// Toggles the Inspector lock state and the Constrain Proportions lock state. | |
/// </summary> | |
public static class LockInspector { | |
static readonly MethodInfo flipLocked; | |
static readonly PropertyInfo constrainProportions; |
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// Original shader by @bgolus, modified slightly by @alexanderameye for URP, modified slightly more | |
// by @gravitonpunch for ECS/DOTS/HybridRenderer. | |
// https://twitter.com/bgolus | |
// https://medium.com/@bgolus/the-quest-for-very-wide-outlines-ba82ed442cd9 | |
// https://alexanderameye.github.io/ | |
// https://twitter.com/alexanderameye/status/1332286868222775298 | |
Shader "Hidden/Outline" | |
{ | |
Properties |
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