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Making Drive Buy - Delivery Battles!

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Making Drive Buy - Delivery Battles!
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Glitchers
{
public static class FindInterfaces
{
public static List<T> Find<T>( )
/*
* Instructions for setting up a slackbot:
* https://get.slack.help/hc/en-us/articles/115005265703-Create-a-bot-for-your-workspace
*
* By @hugosslade for @glitchers
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Tested only on Windows
// Assumes builds are in the project folder (e.g. your-game/Builds/Build.exe)
using System;
using System.IO;
using System.Diagnostics;
public static class BuildRunning
{
public bool IsBuildRunning()
using System.Collections.Generic;
using UnityEngine.UI;
namespace UnityEngine.EventSystems
{
/// <summary>
/// Simple event system using physics raycasts.
/// </summary>
[AddComponentMenu("Event/Physics Raycaster (Fixed)")]
[RequireComponent(typeof(Camera))]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OpenWebsiteOnHeadsetRemove : MonoBehaviour
{
#region Serialized
public OVRManager m_OVRManager;
#endregion
Shader "Projector/Circle" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_ShadowTex ("Cookie", 2D) = "" {}
}
Subshader {
Tags {"Queue"="Transparent"}
Pass {
ZWrite Off
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public static class HighlightObjectUtil
{
[MenuItem("CONTEXT/Object/Ping!")]
static void Ping(MenuCommand command)
{
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[InitializeOnLoad]
public class CustomHierarchyView
{
private static GUIContent toggledOnIcon;
private static GUIContent toggledOffIcon;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Rendering;
namespace Glitchers.UserInterface
{
public class CustomZTestUI : MonoBehaviour, IMaterialModifier
{