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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using System.Reflection; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
#endif | |
///<summary> |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
[System.AttributeUsage(System.AttributeTargets.Field, Inherited = true, AllowMultiple = true)] | |
public class PlayerPrefsInspector : PropertyAttribute | |
{ |
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Shader "Sprites/KeepSat" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
_Exponente ("Exponente", Float) = 2.4 | |
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0 | |
[MaterialToggle] Premultiply("Premultiply Alfa y Color", Int) = 1 | |
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1) |
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// No esta funcionando como se espera al usar arrays (muestra array y oculta los children mas bien) | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
public class OcultadorAttribute : PropertyAttribute |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
using an = UnityEditor.Animations; | |
#endif | |
// el "Tipo que Listar" indica si busca los parametros o todos los estados del AnimatorController | |
// el "buscar en children" indica que se le permite buscar en sus hijos algun Animator (en vez de solo en si mismo) |
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algo que vincule varias fields de un mismo tipo, cuando se modifica le avisa a les demas... | |
tiene zarpado peligro de entrar en un loop recursivo! | |
UnityEvent OnChange | |
UnityEvent<T> Check | |
T valor; | |
Suscribir ( (Color set)=> spriteRenderer.color = set , ()=> return spriteRenderer.color ); | |
T Valor { |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
public class SceneAssetPathAsStringAttribute : PropertyAttribute | |
{ | |
readonly bool incluirTodoElPath; |
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using UnityEngine; | |
using System.Collections; | |
public class CamSort : MonoBehaviour { | |
public TransparencySortMode sortMode = TransparencySortMode.Orthographic; | |
void OnValidate() | |
{ | |
GetComponent<Camera>().transparencySortMode = sortMode; | |
} |
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/* | |
* Para esas veces que poner un objeto como hijo no alcanza o no sirve | |
* | |
* | |
*/ | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; |
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/* | |
* Agradecimientos a | |
* Valentin Simonov https://twitter.com/valyard | |
* Unity: make your lists functional with ReorderableList | |
* http://va.lent.in/unity-make-your-lists-functional-with-reorderablelist/ | |
* | |
* | |
*/ | |
using System.Collections; |
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