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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class ObjectPool : Singleton<ObjectPool> | |
{ | |
public ObjectPoolElement[] objectPoolElements; | |
private List<string> enemyNames,pickupNames,fxNames,generalNames; | |
void Awake () |
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// Shader for Unity integration with SpriteLamp | |
// Copyright (c) 2014 Steve Karolewics & Indreams Studios | |
// | |
// 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 | |
// furnished to do so, subject to the following conditions: | |
// |
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1)Open Project Launcher | |
2)Add new Custom Launch Profile (name what you like) | |
3)Project -> Navigate to your project.uproject | |
4)Build the first time (you can disable afterwards) | |
5)Cook for your texture of choice + localization (ex:en_US) and in additional cook options add the following: -clean -stage -pak -compressed -prereqs -distribution -nodebuginfo (as is) |
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using UnityEngine; | |
using System.Collections; | |
using UnityEngine.EventSystems; | |
using System.Collections.Generic; | |
using Windows.Kinect; | |
/// <summary> | |
/// Kinect input module for UGUI, can track both hands for UI actions | |
/// Add this to your eventsystem gameobject and call TrackBody(...) method from your Kinect script | |
/// </summary> | |
[AddComponentMenu("Kinect/Kinect Input Module")] |
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Shader "Unlit/DeptMask" { | |
SubShader { | |
Tags {"Queue" = "Geometry+10" } | |
Lighting Off | |
ZTest LEqual | |
ZWrite On | |
ColorMask 0 | |
Pass {} | |
} |
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Shader "Custom/Fill-Linear" { | |
Properties { | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_Color ("Color", Color) = (1,1,1,1) | |
_Center ("Center", Vector) = (0,0,0,0) | |
_FillRate ("FillRate", Range(0, 1.0)) = 1.0 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 100 |
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Shader "Custom/Fill-Round" { | |
Properties { | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_Color ("Color", Color) = (1,1,1,1) | |
_Center ("Center", Vector) = (0,0,0,0) | |
_FillRate ("FillRate", Range(0.0, 1.0)) = 1.0 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 100 |
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// Per pixel bumped refraction. | |
// Uses a normal map to distort the image behind, and | |
// two additional textures to tint and highlight. | |
// ------ | |
// Assembled by chance using a lot of freely available reference | |
// by Mauricio Perin aka @maperns for Aduge Studio/Zueira Digital | |
// game Qasir al-Wasat in a long series of try and error attempts | |
// during the years of 2011, 2012 ad 2015. | |
Shader "FX/Glass/Sublte" { |
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Shader "Special/Splat" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_NoiseTex ("Texture", 2D) = "white" {} | |
_Warp ("Warp", Range(0,1)) = 0 | |
} | |
SubShader | |
{ |
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using System; | |
using UnityEngine; | |
using System.Collections; | |
[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)] | |
public class CommentAttribute : PropertyAttribute | |
{ | |
/// <summary> | |
/// <para>The header text.</para> | |
/// </summary> | |
public readonly string comment; |
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