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THE WORST WAY - DON'T DO THIS | |
Atlas & Sprites inside of Resources. Effectively negating the purpose of the atlas, although it's still included in the build: | |
512.2 kb 0.6% Built-in Texture2D: sactx-0-512x1024-DXT5-New Sprite Atlas-d54d9b5f | |
82.8 kb 0.1% Assets/Resources/Sprites For Atlas/Avatar_009.png | |
73.2 kb 0.1% Assets/Resources/Sprites For Atlas/Avatar_003.png | |
66.8 kb 0.1% Assets/Resources/Sprites For Atlas/Avatar_014.png | |
66.3 kb 0.1% Assets/Resources/Sprites For Atlas/Avatar_002.png | |
63.5 kb 0.1% Assets/Resources/Sprites For Atlas/Avatar_012.png | |
63.1 kb 0.1% Assets/Resources/Sprites For Atlas/Avatar_006.png | |
62.7 kb 0.1% Assets/Resources/Sprites For Atlas/Avatar_016.png |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
/* | |
Simple class to store some data about the analysis of playing a song at a gig. | |
*/ | |
namespace gilligames | |
{ |
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LICENSE SYSTEM [2018920 16:14:27] Next license update check is after 2018-09-21T07:13:06 | |
DisplayProgressbar: Unity license | |
[Package Manager] Server::Start -- Port 56669 was selected | |
COMMAND LINE ARGUMENTS: | |
/Applications/Unity 2018.2.3f1/Unity 2018.2.3f1.app/Contents/MacOS/Unity | |
./BlockFight/Python/build.py | |
stage=Dev |
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Shader "Sprites/Blended Unlit" | |
{ | |
Properties | |
{ | |
_MainTex ("Main Texture", 2D) = "white" {} | |
_Color ("Color", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 | |
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} | |
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0 |
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<<<<<<< HEAD | |
duration = JUMP_TIME; | |
halfDuration = duration * 0.5f; | |
startTime = Time.time; | |
======= | |
while (closest == null && nextList.Count > 0) | |
{ | |
tileList = nextList; | |
nextList = new List<Tile>(); | |
foreach (Tile tile in tileList) |
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// Check for arrow keys to set the orientation of the brush. | |
if (Input.GetKeyDown(KeyCode.LeftArrow)) | |
{ | |
brush.rotate(-1); | |
} | |
if (Input.GetKeyDown(KeyCode.RightArrow)) | |
{ | |
brush.rotate(1); | |
} |
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static function createPlane(tileWidth:int,tileDepth:int,spacing:int):Mesh | |
{ | |
var mesh:Mesh = new Mesh(); | |
var vertices:Vector3[] = new Vector3[(tileWidth + 1) * (tileDepth + 1)]; | |
var triangles:int[] = new int[tileWidth * tileDepth * 2 * 3]; | |
var uvs:Vector2[] = new Vector2[(tileWidth + 1) * (tileDepth + 1)]; | |
var i:int = 0; | |
var x:int = 0; | |
var z:int = 0; | |
var uvOffset:float = 1.0 / (Mathf.Max(tileWidth,tileDepth) + 1); |
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// The main GUI script, attached to the main camera. | |
@script ExecuteInEditMode(); | |
var guiSkin:GUISkin; | |
var titleTexture:Texture2D; | |
var soundOnTexture:Texture2D; | |
var soundOffTexture:Texture2D; | |
static var leaderboard:Leaderboard; | |
static var soundOn:boolean; |