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Shader "Custom/Pixelate" { | |
Properties | |
{ | |
_PixelSize("Pixel Size", Float) = 10 | |
_Snapping("Snapping", Int) = 48 | |
_Color("Color", Color) = (1, 1, 1, 1) | |
} | |
SubShader | |
{ |
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public Systems CreateSystems(Pool pool) | |
{ | |
return SceneSetup.CreateSystem() | |
.Add(pool.CreateSystem<MoveAndRotateCameraSystem>()) | |
// Adding all animation systems | |
.AddAnimationSystems(pool) | |
.Add(pool.CreateSystem<UpdateActingSystem>()) | |
//... | |
.Add(pool.CreateSystem<DestroySystem>()); | |
} |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
/// Creates a wave form based on an audiosource | |
/// Modified version of http://forum.unity3d.com/threads/making-sense-of-spectrum-data.90262 | |
/// Make sure to plug in the _topLine and _bottomLine line renderers | |
public class WaveGenerator : MonoBehaviour | |
{ |
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public class SettingsComponent : IComponent | |
{ | |
public CombinedSettings Settings; | |
public float Speed { get { return Settings.GetFloat("Speed"); } } | |
} | |
public class CombinedSettings | |
{ | |
private readonly List<Settings> _settingsList = new List<Settings>(); |
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MissingReferenceException: The object of type 'EntityBehaviour' has been destroyed but you are still trying to access it. | |
Your script should either check if it is null or you should not destroy the object. | |
Entitas.Unity.VisualDebugging.EntityBehaviour.DestroyBehaviour () (at Assets/Libraries/Entitas.Unity.VisualDebugging/Entity/EntityBehaviour.cs:45) | |
Entitas.Unity.VisualDebugging.EntityBehaviour.onEntityReleased (Entitas.Entity e) (at Assets/Libraries/Entitas.Unity.VisualDebugging/Entity/EntityBehaviour.cs:49) | |
Entitas.Entity.Release (System.Object owner) (at Assets/Libraries/Entitas/Entity.cs:377) | |
Entitas.Pool.DestroyEntity (Entitas.Entity entity) (at Assets/Libraries/Entitas/Pool.cs:146) | |
Entitas.Pool.DestroyAllEntities () (at Assets/Libraries/Entitas/Pool.cs:153) | |
Entitas.Pool.Reset () (at Assets/Libraries/Entitas/Pool.cs:248) | |
Assets.TestSetup.OnDestroy () (at Assets/TestSetup.cs:31) |