View TempAllocTest.cs
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using Unity.Collections; | |
using UnityEngine; | |
[ExecuteAlways] | |
public class TempAllocTest : MonoBehaviour | |
{ | |
private NativeHashMap<int, int> Map; | |
private void OnEnable() |
View StaticBodyWorld.cs
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using ClientServer.Shared; | |
using Unity.Burst; | |
using Unity.Collections; | |
using Unity.Collections.LowLevel.Unsafe; | |
using Unity.Jobs; | |
using Unity.Mathematics; | |
using Unity.Physics; | |
using UnityEngine; | |
namespace CombatServer |
View TerrainMod.cs
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using GameCommon.Models; | |
using ProtoBuf; | |
using System; | |
using System.Collections.Generic; | |
using Unity.Mathematics; | |
namespace GameCommon.Features.Land | |
{ | |
[Serializable] | |
[ProtoContract] |
View BinaryAsset.cs
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namespace ClientServerShared | |
{ | |
public class BinaryAsset | |
{ | |
public static BinaryAssetFolder AssetFolder(string path1, string path2 = null) | |
{ | |
return new BinaryAssetFolder(FolderType.Asset, path1, path2); | |
} | |
public static BinaryAssetFolder PersistentFolder(string path1, string path2 = null) |
View ProjectedBody.cs
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public struct ProjectedBody | |
{ | |
public const float DampingDefault = 0.01f; | |
public const float TimeStep = 1f / 60f; | |
public static readonly float3 Gravity = new float3(0f, -9.81f, 0f); | |
public float3 StartPosition; | |
public float Damping; | |
public float3 Velocity; | |
public float3 Position; |
View SpatialHash.cs
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using Unity.Mathematics; | |
namespace GameCommon.Spatial | |
{ | |
public struct SpatialHash | |
{ | |
public const int Goffset = 10000; | |
public const int Max = 20480; | |
public int CellSize; |
View VolumeInstanceHelper.cs
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namespace UnityEngine.Rendering | |
{ | |
public class VolumeInstanceHelper : MonoBehaviour | |
{ | |
[HideInInspector] | |
public Volume Volume; | |
private void OnValidate() | |
{ | |
if (Volume == null) |
View ColliderPartition.cs
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using System.Collections.Generic; | |
using Unity.Entities; | |
using Unity.Mathematics; | |
using Unity.Physics; | |
using Unity.Collections; | |
using static Unity.Physics.CompoundCollider; | |
using Unity.Transforms; | |
using Unity.Collections.LowLevel.Unsafe; | |
namespace AiGame.ColliderPartitions |
View PrefabConvertToEntity.cs
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using Sirenix.OdinInspector; | |
using System.Collections.Generic; | |
using Unity.Entities; | |
using UnityEngine; | |
namespace AiGame | |
{ | |
public class PrefabConvertToEntity : MonoBehaviour | |
{ | |
private const string AssetPath = @"Assets/AiGame/GameData/Resources/EcsPrefabData"; |
View AvatarMeshCombiner.cs
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
namespace AiGame | |
{ | |
// Design is that you have a target with a SkinnedMeshRenderer and bone hierarchy. | |
// You provide a list of input SkinnedMeshRenderer's that use the same bone hierarchy as the target | |
// Bones and bone weights will be mapped to the target. | |
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