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using Stubble.Core.Builders; | |
using System; | |
class Program | |
{ | |
static string template = | |
@"Lorem ipsum dolor sit amet, consectetur adipiscing elit. | |
{{{ATag}}} | |
{{{ATag}}} | |
{{{ATag}}} |
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/// <summary> | |
/// Checks whether string is null, empty or consists of whitespace chars. | |
/// </summary> | |
public static bool IsNullEmptyOrWhiteSpace (string content) | |
{ | |
if (String.IsNullOrEmpty(content)) | |
return true; | |
return String.IsNullOrEmpty(content.TrimFull()); | |
} |
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// Incorporates HSBC effects and gradient overlay blending for sprites. | |
Shader "BlendModes/Extra/SpriteGradientHSBC" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_OverlayTex("Overlay Texture", 2D) = "white" {} | |
_OpacityTex("Opacity Mask", 2D) = "clear" {} |
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Shader "UI/Outline" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
_Color("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0 | |
[Toggle]_IsOutlineEnabled("Enable Outline", int) = 0 | |
[HDR]_OutlineColor("Outline Color", Color) = (1,1,1,1) |
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using UnityCommon; | |
/// <summary> | |
/// Represents a set of async actions performed by a <see cref="INovelActor"/> over time. | |
/// </summary> | |
public class NovelActorPerformance : AsyncAction<INovelActor> | |
{ | |
public INovelActor Actor { get { return State; } } | |
private int performancesCount; |
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Shader "BlendModes/Extra/UIOverlay" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_OverlayTex1("Overlay Texture 1", 2D) = "white" {} | |
_OverlayTex2("Overlay Texture 2", 2D) = "white" {} | |
_OverlayTex3("Overlay Texture 3", 2D) = "white" {} | |
_OverlayTex4("Overlay Texture 4", 2D) = "white" {} | |
_OverlayTex5("Overlay Texture 5", 2D) = "white" {} |
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using UnityEngine; | |
namespace BlendModes | |
{ | |
[RequireComponent(typeof(BlendModeEffect))] | |
public class TintColorUpdater : MonoBehaviour | |
{ | |
private BlendModeEffect blendModeEffect; | |
private void Awake () |
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using UnityEngine; | |
using System.Collections.Generic; | |
[System.Serializable] | |
public struct ColorMapping | |
{ | |
public KeyCode KeyCode; | |
public Color Color; | |
} |
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// Put this outside of an 'Editor' folder. | |
using UnityEngine; | |
public class ReadOnlyAttribute : PropertyAttribute { } |
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using UnityEngine; | |
using UnityEngine.UI; | |
using System.Collections.Generic; | |
public class SpriteChanger : MonoBehaviour | |
{ | |
public List<Sprite> Sprites = new List<Sprite>(); | |
public float ChangeRate = 2f; | |
private Image image; |