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using System; | |
[AttributeUsage(AttributeTargets.Property | AttributeTargets.Field, AllowMultiple = false, Inherited = true)] | |
public class DependencyAttribute : Attribute | |
{ | |
} |
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using System; | |
using UnityEngine.Internal; | |
using UnityEngine; | |
using System.Runtime.Serialization; | |
using System.Xml.Serialization; | |
/// <summary> | |
/// Quaternions are used to represent rotations. | |
/// A custom completely managed implementation of UnityEngine.Quaternion | |
/// Base is decompiled UnityEngine.Quaternion |
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/* | |
A simple little editor extension to copy and paste all components | |
Help from http://answers.unity3d.com/questions/541045/copy-all-components-from-one-character-to-another.html | |
license: WTFPL (http://www.wtfpl.net/) | |
author: aeroson | |
*/ | |
using UnityEngine; | |
using UnityEditor; |
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// Unity screen grayscale grabpass overlay shader for Unity's default quad mesh that can be put onto objects. | |
// Due to frustum culling it is only visible if the quad is in camera's view. | |
// If you want it to be visible more you can scale the the quad transform up to make the bounding box/sphere bigger. | |
// If you need this grayscale effect all the time, it would make more sense to instead use post processing shader/stack. | |
// license: Unlicense | |
Shader "FX/Screen Gray" | |
{ | |
Properties | |
{ |
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/* | |
Implementation of ISynchronizeInvoke for Unity3D game engine. | |
Can be used to invoke anything on main Unity thread. | |
ISynchronizeInvoke is used extensively in .NET forms, it's is elegant and quite useful in Unity as well. | |
I implemented it so i can use it with System.IO.FileSystemWatcher.SynchronizingObject. | |
help from: http://www.codeproject.com/Articles/12082/A-DelegateQueue-Class | |
example usage: https://gist.github.com/aeroson/90bf21be3fdc4829e631 | |
version: aeroson 2017-07-13 (author yyyy-MM-dd) |
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using System; | |
using UnityEngine; | |
public static class ApplicationState | |
{ | |
/// <summary> | |
/// Is editor either currently in play mode, or about to switch to it? | |
/// </summary> | |
public static bool isPlayingOrWillChangePlaymode { get { return Application.isEditor ? InternalEditorState.isPlayingOrWillChangePlaymode : true; } } | |
/// <summary> |
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// | |
// Mono.CSharp CSharpCodeCompiler Class implementation | |
// | |
// Authors: | |
// Sean Kasun (seank@users.sf.net) | |
// Gonzalo Paniagua Javier (gonzalo@ximian.com) | |
// | |
// Copyright (c) Novell, Inc. (http://www.novell.com) | |
// |
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#include "Bounding26Dop.h" | |
#include "Math/UnrealMathUtility.h" | |
#include "Containers/UnrealString.h" | |
#include "Logging/LogMacros.h" | |
#include "Engine/Polys.h" | |
#include "DrawDebugHelpers.h" | |
#include "GenericPlatform/GenericPlatformMath.h" | |
#include "Async/ParallelFor.h" | |
#include "Serialization/StructuredArchiveFormatter.h" |
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using System.Collections.Generic; | |
using UnityEngine; | |
/// <summary> | |
/// Version: 2017-07-06 (yyyy-MM-dd) | |
/// Many useful Unity3D extensions I've made over the years. | |
/// All in one class. | |
/// </summary> | |
public static class NeitriUnityExtensions | |
{ |
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// #define USE_VEXE_FAST_REFLECTION // download it at https://github.com/vexe/Fast.Reflection increases reflection invoke performance significantly | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Linq.Expressions; | |
using System.Text; | |
using System.Reflection; | |
#if USE_VEXE_FAST_REFLECTION |
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