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using System; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEditor.ShortcutManagement; | |
using UnityEngine; | |
[InitializeOnLoad] | |
public class PlayModeShortcutManagerProfileUtility | |
{ | |
#region Types |
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using UnityEngine; | |
public readonly struct TaskData | |
{ | |
#region Fields | |
public readonly double ExecTime; | |
public readonly double DelayTime; |
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using System; | |
namespace BeardPhantom.LiteEvent | |
{ | |
public interface ILiteEvent<in TDelegate> where TDelegate : Delegate | |
{ | |
#region Properties | |
int ListenerCount { get; } |
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public class AdvancedDropdownField : DropdownField | |
{ | |
#region Types | |
private class SimpleAdvancedDropdown : AdvancedDropdown | |
{ | |
#region Fields | |
private readonly DropdownField _dropdownField; |
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using Cysharp.Threading.Tasks; | |
using System.Diagnostics.CodeAnalysis; | |
using System.IO; | |
using UnityEditor; | |
using UnityEditor.Recorder; | |
using UnityEditor.Recorder.Input; | |
using UnityEngine; | |
[DefaultExecutionOrder(-50)] | |
public class IconRecorder : MonoBehaviour |
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public static bool IsNull<T>(this T obj) where T : class | |
{ | |
if(obj is UnityEngine.Object unityObj) | |
{ | |
/* Invokes Unity's custom == check for nulls. | |
* This case technically only works because obj is | |
* a "fake null" on the C# side by this point. | |
* If its a true null it'd hit the else case instead, | |
* which fortunately still returns what we want. | |
*/ |
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using System.Collections.Generic; | |
using UnityEngine; | |
public class FastNoiseRNG : FastNoiseLite | |
{ | |
#region Fields | |
private ulong _position; | |
#endregion |
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using UnityEngine; | |
public sealed class ReferenceDrawerAttribute : PropertyAttribute { } |
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using Pathfinding; | |
using Pathfinding.Serialization; | |
using Pathfinding.Util; | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
using UnityEngine.Tilemaps; | |
[Preserve] |
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using System; | |
using UnityEngine; | |
[Serializable] | |
public struct SmoothDampState | |
{ | |
#region Fields | |
public float Damping; |