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using UnityEngine;
public class TerrainDetector
{
private TerrainData terrainData;
private int alphamapWidth;
private int alphamapHeight;
private float[,,] splatmapData;
private int numTextures;
using UnityEngine;
public class FootSteps : MonoBehaviour
{
[SerializeField]
private AudioClip[] stoneClips;
[SerializeField]
private AudioClip[] mudClips;
[SerializeField]
private AudioClip[] grassClips;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class LongClickButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
private bool pointerDown;
private float pointerDownTimer;
using UnityEngine;
using UnityEditor;
public class ReplaceWithPrefab : EditorWindow
{
[SerializeField] private GameObject prefab;
[MenuItem("Tools/Replace With Prefab")]
static void CreateReplaceWithPrefab()
{
using UnityEngine;
public class BladeTrap : MonoBehaviour
{
private void OnCollisionEnter(Collision collision)
{
var enemy = collision.collider.GetComponentInParent<Enemy>();
if (enemy == null)
return;
using UnityEngine;
public class Gun : MonoBehaviour
{
[SerializeField]
[Range(0.1f, 1.5f)]
private float fireRate = 0.3f;
[SerializeField]
[Range(1, 10)]
using UnityEngine;
using UnityEngine.EventSystems;
public class UIZoomImage : MonoBehaviour, IScrollHandler
{
private Vector3 initialScale;
[SerializeField]
private float zoomSpeed = 0.1f;
[SerializeField]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bomb : MonoBehaviour
{
[SerializeField] float _countdownTime = 5f;
[SerializeField] float _radius = 5f;
[SerializeField] int _damage = 5;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class AnimatorPanel : MonoBehaviour
{
[SerializeField] Animator _animator;
[SerializeField] Button _button;
void Start()
using System;
using UnityEngine;
public class Launcher : MonoBehaviour
{
[SerializeField]
private Transform[] firePoints;
[SerializeField]
private Rigidbody projectilePrefab;
[SerializeField]