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| using System; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using System.Threading.Tasks; | |
| using UnityEditor; | |
| using UnityEditor.PackageManager; | |
| using UnityEditor.PackageManager.Requests; | |
| using UnityEngine; | |
| using static System.Environment; |
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| //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | |
| // _______ _ _ _ _ _____ _ | |
| // |__ __| (_) | (_) | | / ____| | | | |
| // | | __ _ _| |_ ___ _ __ __| | | | ___ | | ___ _ __ ___ | |
| // | |/ _` | | \ \ /\ / / | '_ \ / _` | | | / _ \| |/ _ \| '__/ __| | |
| // | | (_| | | |\ V V /| | | | | (_| | | |___| (_) | | (_) | | \__ \ | |
| // |_|\__,_|_|_| \_/\_/ |_|_| |_|\__,_| \_____\___/|_|\___/|_| |___/ | |
| // | |
| // An expertly-crafted color palette out-of-the-box that is a great starting point if you don’t have your | |
| // own specific branding in mind. Based on https://tailwindcss.com/docs/customizing-colors |
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| Shader "Unlit/GridAllocation" | |
| { | |
| SubShader | |
| { | |
| Tags { "Queue" = "Overlay" } | |
| ZTest Always | |
| Pass | |
| { | |
| CGPROGRAM |
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| Shader "AudioLink/AudioLinkUI" | |
| { | |
| Properties | |
| { | |
| _Gain("Gain", Range(0, 2)) = 1.0 | |
| [ToggleUI] _Autogain("Autogain", Float) = 0.0 | |
| _Threshold0("Low Threshold", Range(0, 1)) = 0.5 | |
| _Threshold1("Low Mid Threshold", Range(0, 1)) = 0.5 | |
| _Threshold2("High Mid Threshold", Range(0, 1)) = 0.5 |
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| #if UNITY_EDITOR | |
| using System.IO; | |
| using UnityEditor; | |
| using UnityEditor.PackageManager; | |
| using UnityEditor.PackageManager.Requests; | |
| public static class PackageCreator | |
| { | |
| public static void CreateTgzPackage(string packagePath, string sourcePath) | |
| { | |
| PackRequest packRequest = Client.Pack(sourcePath, packagePath); |
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| using System; | |
| using UnityEngine; | |
| using UnityEngine.Tilemaps; | |
| using Random = UnityEngine.Random; | |
| public class PlayerAnimator : MonoBehaviour { | |
| [SerializeField] private float _minImpactForce = 20; | |
| // Anim times can be gathered from the state itself, but | |
| // for the simplicity of the video... |
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| Shader "Unlit/ScreenVertPos" | |
| { | |
| Properties | |
| { | |
| [IntRange] _Width ("Texture Size (POT)", Range(0, 13)) = 7 | |
| } | |
| SubShader | |
| { | |
| Pass | |
| { |
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| #if UNITY_IOS | |
| using UnityEditor; | |
| using UnityEditor.Build; | |
| using UnityEditor.Build.Reporting; | |
| using UnityEditor.iOS.Xcode; | |
| using AppleAuth.Editor; | |
| /// <summary> | |
| /// Xcode 設定自動化 | |
| /// </summary> |
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| using System; | |
| using System.Collections.Generic; | |
| using System.Globalization; | |
| using System.IO; | |
| using System.Reflection; | |
| using System.Security.Cryptography; | |
| using UnityEditor; | |
| using UnityEditor.IMGUI.Controls; | |
| using UnityEngine; | |
| using Object = UnityEngine.Object; |
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| #!/usr/bin/lua5.1 | |
| --- Async/Await for Lua 5.1 | |
| -- This script implements async/await functions for Lua, allowing tasks to | |
| -- be queued and scheduled independently. | |
| -- | |
| -- This is just an example and has a bunch of issues, isn't tested, isn't | |
| -- even actually used anywhere; I basically just got bored and had one of | |
| -- those "what if?" type ideas 6 hours ago. | |
| local co_create = coroutine.create |
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