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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[CreateAssetMenu(fileName = "AbilityData", menuName = "ScriptableObjects/AbilityData")] | |
class AbilityData : ScriptableObject { | |
public string label; | |
public AnimationClip animationClip; | |
[Range(0.1f, 4f)] public float castTime = 2f; |
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using ImprovedTimers; | |
using UnityEngine; | |
namespace AdvancedController { | |
[RequireComponent(typeof(PlayerController))] | |
public class AnimationController : MonoBehaviour { | |
PlayerController controller; | |
Animator animator; | |
CountdownTimer animationTimer; |
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#pragma kernel CSMain | |
RWTexture2D<float> heatmapTexture; | |
float2 texSize; | |
StructuredBuffer<float2> enemyPositions; | |
int enemyCount; | |
[numthreads(8, 8, 1)] | |
void CSMain(uint3 id : SV_DispatchThreadID) |
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using UnityEngine.UIElements; | |
using ZLinq; // https://github.com/Cysharp/ZLinq | |
public struct VisualElementTraverser : ITraverser<VisualElementTraverser, VisualElement> { | |
readonly VisualElement current; | |
int nextChildIndex; | |
readonly int totalChildren; | |
public VisualElementTraverser(VisualElement origin) { | |
current = origin; |
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using System.Collections.Generic; | |
using UnityEngine; | |
public class SineWaveInstanced : MonoBehaviour { | |
#region Fields | |
public GameObject sample; | |
public Mesh mesh; | |
public Material material; |
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<Project Sdk="Microsoft.NET.Sdk"> | |
<PropertyGroup> | |
<TargetFramework>netstandard2.0</TargetFramework> | |
<LangVersion>latest</LangVersion> | |
<EnforceExtendedAnalyzerRules>true</EnforceExtendedAnalyzerRules> | |
</PropertyGroup> | |
<ItemGroup> | |
<PackageReference Include="Microsoft.CodeAnalysis.Analyzers" Version="3.3.4"> |
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using PrimeTween; | |
using UnityEngine; | |
using UnityEngine.Pool; | |
using UnityUtils; | |
public class DamageNumberSpawner : MonoBehaviour { | |
[SerializeField] WorldSpaceUIDocument uiDocumentPrefab; | |
[SerializeField] float positionRandomness = 0.2f; | |
IObjectPool<WorldSpaceUIDocument> uiDocumentPool; |
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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.AI; | |
using TMPro; | |
public struct Node { | |
public Vector3 position; | |
public bool isWalkable; | |
public Node(Vector3 position, bool isWalkable = false) { |
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using System; | |
using System.Collections.Generic; | |
using Cysharp.Threading.Tasks; | |
using Unity.Services.Authentication; | |
using Unity.Services.Core; | |
using Unity.Services.Multiplayer; | |
using UnityEngine; | |
using UnityUtils; | |
public class SessionManager : Singleton<SessionManager> { |
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using System; | |
using UnityEngine; | |
public enum ValueType { Int, Float, Bool, String, Vector3 } | |
[Serializable] | |
public struct AnyValue { | |
public ValueType type; | |
// Storage for different types of values |
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