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using UnityEngine; | |
using UnityEngine.EventSystems; | |
using UnityEngine.Rendering; | |
using UnityEngine.UIElements; | |
#if ENABLE_INPUT_SYSTEM | |
using UnityEngine.InputSystem.UI; | |
#endif | |
#if UNITY_EDITOR | |
using UnityEditor; |
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using Unity.Collections; | |
using Unity.Jobs; | |
using Unity.Mathematics; | |
using BurstCompile = Unity.Burst.BurstCompileAttribute; | |
[BurstCompile] public unsafe struct NoSimd : IJob | |
{ | |
public float a, b; | |
public float* c; | |
void IJob.Execute () { *c = a * b; } |
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// src: https://gist.github.com/andrew-raphael-lukasik/bc05310efcb1bcb2875a376494414f36 | |
using Unity.Collections; | |
using Unity.Collections.LowLevel.Unsafe; | |
public interface INativeMinHeapComparer<I,V> | |
where I : unmanaged | |
where V : unmanaged | |
{ | |
int Compare ( I lhs , I rhs , NativeSlice<V> comparables ); | |
} |
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// src: https://gist.github.com/andrew-raphael-lukasik/709c19dd2305a2d1a0fa32ee82717b5c | |
using Unity.Collections; | |
public unsafe struct NativeStack <T> : System.IDisposable | |
where T : unmanaged | |
{ | |
NativeList<T> _list; | |
public bool IsCreated => _list.IsCreated; | |
public int Length => _list.Length; |
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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Sprites; | |
using UnityEngine.UI; | |
#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER | |
using UnityEngine.U2D; | |
#endif | |
#if UNITY_EDITOR | |
using UnityEditor; |
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using System.Collections; | |
using UnityEngine; | |
using UnityEngine.UI; | |
public static class ScrollViewFocusFunctions | |
{ | |
public static Vector2 CalculateFocusedScrollPosition( this ScrollRect scrollView, Vector2 focusPoint ) | |
{ | |
Vector2 contentSize = scrollView.content.rect.size; | |
Vector2 viewportSize = ( (RectTransform) scrollView.content.parent ).rect.size; |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEngine; | |
using Object = UnityEngine.Object; | |
public class MaterialGradientDrawer : MaterialPropertyDrawer { | |
private int resolution; |
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using System.Collections.Generic; | |
using UnityEngine; | |
public static class ObjectPreviewer | |
{ | |
struct Node | |
{ | |
public Matrix4x4 transform; | |
public Mesh mesh; | |
public Material[] mats; |
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// MIT License | |
// | |
// Copyright (c) 2020 Sabresaurus | |
// | |
// 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 | |
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
// copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions: |
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