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using UnityEngine; | |
using UnityEngine.AI; | |
public enum NPCType | |
{ | |
Loner, | |
Herders, | |
Atteners | |
} |
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using UnityEngine; | |
using UnityEditor; | |
public enum LonerStates | |
{ | |
Moving, | |
Dying, | |
Exploring | |
} |
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import SystemConfiguration // please import this module in Xcode Project. | |
/** | |
A class to check for internet connectivity in swift | |
*/ | |
public class InternetConnectionManager { | |
//Initialiser Function | |
private init() {} | |
/** | |
A function to check for the internet connection availability in swift | |
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// | |
// UICreator.swift | |
// Canvas Drawing | |
// | |
// Created by phani srikar on 21/06/20. | |
// Copyright © 2020 phani srikar. All rights reserved. | |
// | |
import Foundation | |
import UIKit |
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using UnityEditor; | |
using UnityEngine; | |
using System.IO; | |
public static class ReverseAnimationContext | |
{ | |
[MenuItem("Assets/Create Reversed Clip", false, 14)] | |
private static void ReverseClip() | |
{ |
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using UnityEngine; | |
using Cinemachine; | |
public class PlayerMovement : MonoBehaviour | |
{ | |
public float lookSpeed = 1.5f; | |
public float moveSpeed = 5f; | |
public Camera cam; | |
private Vector3 moveDirection = Vector3.zero; |
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#include <stdio.h> | |
#include <raylib.h> | |
/* | |
* define this macro RAY_COLLISION_CALCULATION_DEBUG_STATS | |
* if you want to enable the ray collision calculations printed as debug data | |
*/ | |
// helper functions | |
void SwapFloatValue(float *a, float *b){ |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[RequireComponent(typeof(Rigidbody2D), typeof(BoxCollider2D))] | |
public class PlayerMovement2D : MonoBehaviour | |
{ | |
private Rigidbody2D m_PlayerRB; | |
private float m_InputX; | |
private float m_InputY; |
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#include <iostream> | |
// GLEW | |
#define GLEW_STATIC | |
#include <GL/glew.h> | |
// GLFW | |
#include <GLFW/glfw3.h> | |
void glfw_initialisation_error(int error, const char* description){ | |
std::cerr << "ERROR::INITIALISATION::GLFW::" << error << "::DESCRIPTION::" << description << std::endl; | |
} |
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void ImGuiEnableDocking(bool* p_open) | |
{ | |
static bool opt_fullscreen = true; | |
static bool opt_padding = false; | |
static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; | |
// We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, | |
// because it would be confusing to have two docking targets within each others. | |
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; | |
if (opt_fullscreen) |
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