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| using UnityEngine; | |
| using System; | |
| public class MathParabola | |
| { | |
| public static Vector3 Parabola(Vector3 start, Vector3 end, float height, float t) | |
| { | |
| Func<float, float> f = x => -4 * height * x * x + 4 * height * x; |
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| // <author> | |
| // douduck08: https://github.com/douduck08 | |
| // Use Reflection to get instance of Unity's SerializedProperty in Custom Editor. | |
| // Modified codes from 'Unity Answers', in order to apply on nested List<T> or Array. | |
| // | |
| // Original author: HiddenMonk & Johannes Deml | |
| // Ref: http://answers.unity3d.com/questions/627090/convert-serializedproperty-to-custom-class.html | |
| // </author> | |
| using System.Collections; |
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| using System; | |
| /// <summary> | |
| /// Reference Class. | |
| /// </summary> | |
| [Serializable] | |
| public abstract class Reference | |
| { | |
| } |
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| #include "dictionary.h" | |
| #include <stdlib.h> | |
| #include <stdbool.h> | |
| //////////////////////////////////////////////////////////////////////////////// | |
| // static function forward declarations | |
| // dictionary node static | |
| static DictionaryNode *DictionaryNodeAlloc(void); |
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