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using Client.Game.Managers; | |
using Client.Game.Utils; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.PostProcessing; | |
namespace Client.Game.Cameras | |
{ | |
public class PostProcessingController | |
{ |
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namespace Client.Game.Core { | |
public class Game | |
{ | |
public static Game Instance { get; private set; } | |
public bool Paused; | |
public Actor PossessedActor; |
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using System; | |
using Client.Game.Attributes; | |
using Client.Game.Abilities.Payloads; | |
using UnityEngine; | |
using Client.Game.Actors; | |
using System.Collections.Generic; | |
using Client.Utils; | |
using Client.Game.Utils; | |
namespace Client.Game.Abilities.Scripts.Buffs |
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using System.Text; | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
namespace Client.Game.Data { | |
public static class VersionDataTable { | |
private static List<VersionData> _all; | |
private static List<VersionData> _allAscending; |
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using System; | |
using System.Net; | |
using System.Security.Cryptography; | |
using System.Text; | |
namespace RequestSigningPOC | |
{ | |
public static class SigningExtension | |
{ |
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using System; | |
using Client.Game.Attributes; | |
using Client.Game.Abilities.Payloads; | |
using UnityEngine; | |
using Client.Game.Actors; | |
using System.Collections.Generic; | |
using Client.Utils; | |
using Client.Game.Utils; | |
namespace Client.Game.Abilities.Scripts.Buffs |
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public static AIData IDLE_THEN_SEEK_AI { | |
get { | |
var ret = new AIData(); | |
ret.ActionData = new ActionData(new Type[]{ | |
typeof(Idle), | |
typeof(WaitForPlayerLOS) | |
} | |
).Then ( | |
new ActionData(new Type[]{ |
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