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cbuffer cbPerObject : register(b0) | |
{ | |
float4x4 MVP; | |
float4x4 Model; | |
}; | |
cbuffer cbPerMaterial : register(b1) | |
{ | |
float shininess; | |
float roughness; |
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using System.IO; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using System; | |
using System.Runtime.InteropServices; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
using Random = System.Random; |
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using UnityEngine; | |
using Assets.scripts; | |
using System.Collections; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
public class RopeController : MonoBehaviour | |
{ | |
public float DistanceBetweenLines = 2; |
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using System.Collections.Generic; | |
using UnityEngine; | |
using AnilTools; | |
using AnilTools.Move; | |
using AnilTools.Lerping; | |
using UnityEngine.UI; | |
using System.Collections; | |
public class Stack : MonoBehaviour | |
{ |
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#pragma once | |
#include "RenderingCommon.hpp" | |
#include "D3D12Backend.hpp" | |
#include <type_traits> | |
#include <exception> | |
namespace HSRendering | |
{ | |
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#pragma once | |
#include <cstdlib> | |
#include "HContainers" // for queue look at my repositories | |
namespace HS | |
{ | |
// Steven Skiena the Algorithm Design Manual Graph traversal section | |
using VertexIndex = int; | |
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#undef UNITY_EDITOR | |
using System; | |
using System.Collections.Generic; | |
using System.Runtime.CompilerServices; | |
using UnityEngine; | |
using UnityEngine.SceneManagement; | |
using UnityEngine.UI; | |
public class Character : MonoBehaviour | |
{ |
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#pragma once | |
#include <cstdlib> | |
#include <cstdint> | |
#include <sstream> | |
#include "Common.hpp" | |
AX_NAMESPACE |
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using UnityEngine; | |
using System; | |
using UnityEngine.UI; | |
using System.Collections.Generic; | |
using System.Runtime.CompilerServices; | |
// --- Stair System --- | |
internal class StairTimePair | |
{ |
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#include "Common.hpp" | |
namespace ax | |
{ | |
namespace Random | |
{ | |
class IRandom | |
{ | |
public: | |
virtual uint32 Next() = 0; |
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