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| // Put your file to "YOUR_UNITY_PROJ/Assets/StreamingAssets" | |
| // example: "YOUR_UNITY_PROJ/Assets/StreamingAssets/db.bytes" | |
| string dbPath = ""; | |
| if (Application.platform == RuntimePlatform.Android) | |
| { | |
| // Android | |
| string oriPath = System.IO.Path.Combine(Application.streamingAssetsPath, "db.bytes"); | |
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| Shader "Projector/Light" { | |
| Properties { | |
| _Color ("Main Color", Color) = (1,1,1,1) | |
| _ShadowTex ("Cookie", 2D) = "" {} | |
| _FalloffTex ("FallOff", 2D) = "" {} | |
| } | |
| Subshader { | |
| Pass { | |
| ZWrite Off |
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| //#define DEBUG_THREADING | |
| using UnityEngine; | |
| using System.Collections; | |
| using System.Threading; | |
| using System.Reflection; | |
| public delegate IEnumerator MonitorCoroutine<T> (CoroutineData<T> data); |
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| // yeah it's not terribly nice | |
| Shader "Foo" { | |
| SubShader { | |
| Pass { | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| #pragma target 3.0 |
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| public class RichCourutineManager { | |
| private MonoBehaviour _context; | |
| public RichCourutineManager(MonoBehaviour context) { | |
| _context = context; | |
| } | |
| private RichCourutineManager() {} | |
| public void RunCourutines(params IEnumerator[] courutines) { |
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| public class DelayedCourutine { | |
| public float Seconds { get; set; } | |
| public IEnumerator Courutine { get; set; } | |
| public static DelayedCourutine CreateDelayedCourutine(float seconds, IEnumerator cour) { | |
| return new DelayedCourutine() { | |
| Courutine = cour, | |
| Seconds = seconds | |
| }; | |
| } |
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| Shader "Aaa" { | |
| SubShader { | |
| Cull Off ZTest Always ZWrite Off | |
| Blend SrcAlpha OneMinusSrcAlpha | |
| Pass { | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag |
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| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using Pathfinding; | |
| using Pathfinding.RVO; | |
| /** Adds a GridGraph as RVO obstacles. | |
| * Add this to a scene in which has a GridGraph based graph, when scanning (or loading from cache) the graph | |
| * it will be added as RVO obstacles to the RVOSimulator (which must exist in the scene). | |
| * |
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| /// | |
| /// Simple pooling for Unity. | |
| /// Author: Martin "quill18" Glaude ([email protected]) | |
| /// Latest Version: https://gist.github.com/quill18/5a7cfffae68892621267 | |
| /// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/) | |
| /// UPDATES: | |
| /// 2015-04-16: Changed Pool to use a Stack generic. | |
| /// | |
| /// Usage: | |
| /// |
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| /* | |
| * Created by C.J. Kimberlin (http://cjkimberlin.com) | |
| * | |
| * The MIT License (MIT) | |
| * | |
| * Copyright (c) 2015 | |
| * | |
| * Permission is hereby granted, free of charge, to any person obtaining a copy | |
| * of this software and associated documentation files (the "Software"), to deal | |
| * in the Software without restriction, including without limitation the rights |