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using System.IO; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
using TMPro; | |
using UnityEditor.U2D.Sprites; | |
public class EmoPacker | |
{ |
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// https://forum.unity.com/threads/programming-tools-constrained-delaunay-triangulation.1066148/#post-9180485 | |
// https://en.wikipedia.org/wiki/Bowyer%E2%80%93Watson_algorithm | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class DelaunayTriangulation : MonoBehaviour | |
{ | |
public int VertexCount = 128; | |
Material _Material; | |
List<Triangle> _Triangles = new List<Triangle>(); |
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using { /Fortnite.com/Devices } | |
using { /Fortnite.com/Characters } | |
using { /Verse.org/Simulation } | |
using { /Verse.org/Random } | |
using { /UnrealEngine.com/Temporary/Diagnostics } | |
using { /UnrealEngine.com/Temporary/UI } | |
using { /Fortnite.com/UI } | |
using { /UnrealEngine.com/Temporary/SpatialMath} | |
using { /Verse.org/Colors } |
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// Copyright (c) 2023 Tomasz Stachowiak | |
// | |
// This contribution is dual licensed under EITHER OF | |
// | |
// Apache License, Version 2.0, (http://www.apache.org/licenses/LICENSE-2.0) | |
// MIT license (http://opensource.org/licenses/MIT) | |
// | |
// at your option. | |
#include "/inc/frame_constants.hlsl" |
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using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
using System.Reflection; | |
using System.Text; | |
using System.Text.RegularExpressions; | |
using UnityEditor; | |
using UnityEditor.Experimental; | |
using UnityEngine; |
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public static class ExtensionMethods | |
{ | |
public static TaskAwaiter GetAwaiter(this AsyncOperation asyncOp) | |
{ | |
var tcs = new TaskCompletionSource<object>(); | |
asyncOp.completed += obj => { tcs.SetResult(null); }; | |
return ((Task)tcs.Task).GetAwaiter(); | |
} | |
} |
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// PLEASE NOTE: This will add ~1sec to your save time | |
// If that is unacceptable (which it was to me), then you can change all the | |
// references to "MonoBehaviour" in this file to your own custom behaviour type | |
// that this script will search through each time you save | |
using UnityEditor; | |
using UnityEngine; | |
using System.Linq; | |
using System.Reflection; | |
using System.Collections; |
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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
// Restrict raycasting to a sprite mesh shape | |
// Could use Image.alphaHitTestMinimumThreshold to mask but that requires read/write images which can't be packed | |
[RequireComponent(typeof(Image))] | |
public class SpriteMeshRaycastFilter : MonoBehaviour, ICanvasRaycastFilter { | |
private RectTransform rectTransform; |
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using UnityEngine; | |
using System.Collections; | |
using System; | |
//based on the code in this post: http://martinecker.com/martincodes/unity-editor-window-zooming/ | |
//but I changed how the API works and made it much more flexible | |
//usage: create an EditorZoomer instance wherever you want to use it (it tracks the pan + zoom state) | |
//in your OnGUI, draw your scrollable content between zoomer.Begin() and zoomer.End(); | |
//you also must offset your content by zoomer.GetContentOffset(); |
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Shader "Name" { | |
Properties { | |
_Name ("display name", Range (min, max)) = number | |
_Name ("display name", Float) = number | |
_Name ("display name", Int) = number | |
_Name ("display name", Color) = (number,number,number,number) | |
_Name ("display name", Vector) = (number,number,number,number) |
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