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using Core.Utils; | |
using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
namespace Core.Movement | |
{ | |
public class ShakeController | |
{ | |
private List<Shake> ActiveShakes = new List<Shake>(); |
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void getSpriteEdges_float(UnityTexture2D edgeMap, UnitySamplerState ss, float2 uv, out float top, out float right, out float left, out float bot) { | |
//MY COUNTERPART IS EdgeMapUtils.GetEdge | |
float4 color = edgeMap.Sample(ss, uv); | |
top = color.r; | |
right = color.g; | |
left = color.b; | |
bot = color.a; |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEngine; | |
namespace Editor.Utility | |
{ | |
public static class EdgeMapUtils | |
{ |
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using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEditor.U2D; | |
using UnityEngine; | |
namespace Editor.Assets | |
{ | |
public class SpriteImporterAtlasRebuild : AssetPostprocessor | |
{ |
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namespace Core.Utils | |
{ | |
static public class Easing | |
{ | |
/// <summary> | |
/// Constant Pi. | |
/// </summary> | |
private const float PI = Math.PI; |
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using Client.Game.Utils; | |
using System; | |
using UnityEngine; | |
namespace Client.Game.Abilities.Utils | |
{ | |
public class EffectTTL : MonoBehaviour | |
{ | |
public EffectTTL () | |
{ |
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Shader "Sprites/EmissiveSpriteShaderClamped" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
_SelfIllum("Self Illumination",Range(0.0,1.0)) = 0.0 | |
_FlashAmount("Flash Amount",Range(0.0,1.0)) = 0.0 | |
_Color("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0 | |
_EmissionMap("Emission Map", 2D) = "black"{} |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using UnityEngine; | |
namespace Client.Game.Abilities.Utils | |
{ | |
public class ActionSequence : List<ActionElement> | |
{ |
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using Client.Game.Utils; | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using UnityEngine; | |
namespace Client.Game.Actors.Controllers { | |
public class VectorConsumer { |
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Shader "Sprites/EmissiveSpriteShader" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
_SelfIllum("Self Illumination",Range(0.0,1.0)) = 0.0 | |
_FlashAmount("Flash Amount",Range(0.0,1.0)) = 0.0 | |
[PerRendererData] _Color("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0 | |
_EmissionMap("Emission Map", 2D) = "black"{} |
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