public class Blank : Photon.PunBehaviour
instead of mono behavior, use this to receive photon callbacks in your script.
public override void OnLeftRoom()
An example of overriding a punbehavior callback
using UnityEngine; | |
using UnityEditor; | |
using System.Collections.Generic; | |
using System.IO; | |
public class BatchExtractMaterials : EditorWindow | |
{ | |
private enum ExtractMode { Extract = 0, Remap = 1, Ignore = 2 }; | |
[System.Serializable] |
using UnityEngine; | |
using UnityEditor; | |
using System.Collections.Generic; | |
using System.IO; | |
public class BatchExtractMaterials : EditorWindow | |
{ | |
private enum ExtractMode { Extract = 0, Remap = 1, Ignore = 2 }; | |
[System.Serializable] |
using UnityEngine; | |
using UnityEngine.AI; | |
namespace MegaCrush.NavmeshBaker.Sample | |
{ | |
/// <summary> | |
/// A very simple click to move player controller | |
/// </summary> | |
[RequireComponent(typeof(NavMeshAgent))] | |
public class ClickToMoveController : MonoBehaviour |
using UnityEngine; | |
using DunGen; | |
[RequireComponent(typeof(RuntimeDungeon))] | |
public class DoSomethingOnDungeonComplete : MonoBehaviour | |
{ | |
private RuntimeDungeon runtimeDungeon; | |
private void Awake() |
using System; | |
using Opsive.UltimateCharacterController.Traits; | |
using UnityEngine; | |
namespace PixelWizards.GameSystem | |
{ | |
/// <summary> | |
/// Quick tutorial for anyone that's using Opsive UCC and want to integrate it with Blaze, it's super simple: | |
/// 1) setup your AI with Blaze | |
/// 2) Add a Rigidbody |
using System; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEditor.Build.Reporting; | |
using UnityEngine; | |
public class BuildSystem | |
{ | |
public enum BuildType | |
{ |
using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using System.IO; | |
using System.IO.Compression; | |
using Ionic.Zip; // this uses the Unity port of DotNetZip https://github.com/r2d2rigo/dotnetzip-for-unity |
using UnityEngine; | |
using UnityEngine.Playables; | |
public class GenericTrigger : MonoBehaviour | |
{ | |
public PlayableDirector timeline; | |
// Use this for initialization | |
void Start() | |
{ |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
namespace PixelWizards.GameSystem.Controllers | |
{ | |
// the data model for the character controller. I like to keep vars like this in a separate class to organize them | |
// and keep the main controller script as clean as possible. | |
// because it is set to be serializable, these vars are exposed in the editor (except where noted) when you attach | |
// the CharController component to your character |