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import struct | |
import SocketServer | |
from base64 import b64encode | |
from hashlib import sha1 | |
from mimetools import Message | |
from StringIO import StringIO | |
# import threading | |
class WebSocketsHandler(SocketServer.StreamRequestHandler): |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.SceneManagement; | |
public class Helper : MonoBehaviour | |
{ | |
public static List<T> FindThemAll<T>(bool includeInactive = false) where T : UnityEngine.Component | |
{ | |
var scene = SceneManager.GetActiveScene(); |
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using UnityEngine; | |
using UnityEditor; | |
[CustomPropertyDrawer(typeof(Sprite))] | |
public class SpritePropertyDrawer : PropertyDrawer | |
{ | |
public override float GetPropertyHeight(SerializedProperty property, GUIContent labelN) | |
{ | |
if (property.objectReferenceValue != null) | |
{ |
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using System; | |
using System.IO; | |
using System.Runtime.CompilerServices; | |
using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.Events; | |
/// <summary> | |
/// Hierarchy Window Group Header | |
/// http://diegogiacomelli.com.br/unitytips-changing-the-style-of-the-hierarchy-window-group-header/ |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEngine; | |
using Object = UnityEngine.Object; | |
public class MaterialGradientDrawer : MaterialPropertyDrawer { | |
private int resolution; |
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//int vesioncode = context().getPackageManager().getPackageInfo(context().getPackageName(), 0).versionCode; | |
public static int GetVersionCode() { | |
AndroidJavaClass contextCls = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); | |
AndroidJavaObject context = contextCls.GetStatic<AndroidJavaObject>("currentActivity"); | |
AndroidJavaObject packageMngr = context.Call<AndroidJavaObject>("getPackageManager"); | |
string packageName = context.Call<string>("getPackageName"); | |
AndroidJavaObject packageInfo = packageMngr.Call<AndroidJavaObject>("getPackageInfo", packageName, 0); | |
return packageInfo.Get<int>("versionCode"); | |
} | |
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// This file is in the public domain. Where | |
// a public domain declaration is not recognized, you are granted | |
// a license to freely use, modify, and redistribute this file in | |
// any way you choose. | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
// Unity remake of a fake volumetric light glow effect |
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/***************************************************************************** | |
MIT License | |
Copyright (c) 2023 Calvin Rien | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is |
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using System; | |
using System.Collections.Generic; | |
namespace Unity.FPS.Game | |
{ | |
public interface IBroadcastEvent { } | |
// A simple Event System that can be used for remote systems communication | |
public static class EventManager | |
{ |
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using UnityEngine; | |
/// <summary> | |
/// Microsoft has a ton of predefined colors in System.Drawing.Color | |
/// </summary> | |
public static class DrawingColor | |
{ | |
// only Unity color not represented (Unity's "green" is Microsoft's "Lime") | |
public static readonly Color Clear = Color.clear; |