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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; |
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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"; |
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namespace UnityEngine.Rendering | |
{ | |
public class VolumeInstanceHelper : MonoBehaviour | |
{ | |
[HideInInspector] | |
public Volume Volume; | |
private void OnValidate() | |
{ | |
if (Volume == null) |
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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 |
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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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using Crest; | |
using System.Collections.Generic; | |
using Unity.Entities; | |
using Unity.Mathematics; | |
using UnityEngine; | |
namespace AiGame.Boats | |
{ | |
public class KinematicBuoyancy : MonoBehaviour | |
{ |
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using Microsoft.AspNetCore.Builder; | |
using Microsoft.AspNetCore.Hosting; | |
using Microsoft.AspNetCore.Http; | |
using Microsoft.Extensions.Logging; | |
namespace Server.Http | |
{ | |
public class HttpServer |
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using AiGame.Ecs.Systems; | |
using AiNav; | |
using System; | |
using System.Collections.Generic; | |
using Unity.Collections; | |
using UnityEngine; | |
namespace Unity.Entities | |
{ | |
public class EditorModeSystemConfig |
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[Header(Fog)] | |
[Toggle] _ApplyFog("Enable", Float) = 1 | |
_FogColor("Fog Color (RGB)", Color) = (0.5, 0.5, 0.5, 1.0) | |
_FogStart("Fog Start", Float) = 0.0 | |
_FogEnd("Fog End", Float) = 10.0 | |
#pragma shader_feature _APPLYFOG_ON | |
fixed4 _FogColor; |
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using Sirenix.OdinInspector; | |
using System.Collections.Generic; | |
using Unity.Mathematics; | |
using UnityEngine; | |
namespace AiGame.Terrains | |
{ | |
public class MicroSplatBoundsHole : MonoBehaviour | |
{ | |
private const int MaxHoles = 50; |