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using UnityEngine; | |
using System.Collections.Generic; | |
using System.Linq; | |
using MicKami.BinaryHeap; | |
using static UnityEngine.Mathf; | |
public class GraphSearch | |
{ | |
private readonly Graph graph; |
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Mesh CreateDodecahedron(float radius) | |
{ | |
const float phi = 1.618034f; | |
Vector3[] vertices = new Vector3[] | |
{ | |
new Vector3(1, 1, 1), | |
new Vector3(1, 1, -1), | |
new Vector3(1, -1, 1), | |
new Vector3(-1, 1, 1), |
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Shader "Custom/QuadShader" | |
{ | |
Properties | |
{ | |
_MainTex("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Cull Off |
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using UnityEngine; | |
public class MaximumAttribute : PropertyAttribute | |
{ | |
public float maximumValue { get; private set; } | |
public MaximumAttribute(float maximum) | |
{ | |
this.maximumValue = maximum; | |
} |