This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
namespace TMG.Survivors | |
{ | |
public class CameraTargetSingleton : MonoBehaviour | |
{ | |
public static CameraTargetSingleton Instance; | |
public void Awake() | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using TMPro; | |
using Unity.Entities; | |
using UnityEngine; | |
namespace TMG.IJE | |
{ | |
public class IJEBattleController : MonoBehaviour | |
{ | |
[SerializeField] private TMP_Dropdown _effectTypeDropdown; | |
[SerializeField] private TMP_Dropdown _teamSelectDropdown; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using Unity.Entities; | |
using Unity.Mathematics; | |
using Unity.Rendering; | |
using Unity.Transforms; | |
using UnityEngine; | |
namespace TMG.MaterialPropertyOverrides | |
{ | |
public class ColorChangerSystem : SystemBase | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using Unity.Entities; | |
using UnityEngine; | |
namespace TMG.JobDependencies | |
{ | |
[GenerateAuthoringComponent] | |
public struct PlayerControlData : IComponentData | |
{ | |
public KeyCode ForwardKey; | |
public KeyCode LeftRotationKey; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
namespace TMG.UnitSelection | |
{ | |
[Flags] | |
public enum CollisionLayers | |
{ | |
Selection = 1 << 0, | |
Ground = 1 << 1, | |
Units = 1 << 2 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using Unity.Entities; | |
namespace TMG.SystemLifecycle | |
{ | |
[GenerateAuthoringComponent] | |
public struct CapsuleTag : IComponentData {} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using Unity.Entities; | |
namespace TMG.SystemStateComponents | |
{ | |
[GenerateAuthoringComponent] | |
public struct CapsuleMoveData : IComponentData | |
{ | |
public float Speed; | |
public float TimeAlive; | |
public float TimeToLive; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using Unity.Entities; | |
namespace TMG.EntityQueries | |
{ | |
[GenerateAuthoringComponent] | |
public struct CommanderTag : IComponentData {} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using Unity.Entities; | |
namespace TMG.BatchedJobs | |
{ | |
[GenerateAuthoringComponent] | |
public struct DoubleSpeedTag : IComponentData {} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using Unity.Entities; | |
using UnityEngine; | |
namespace TMG.ECS_GetComponentFromEntity | |
{ | |
[GenerateAuthoringComponent] | |
public class BlobAssetManagedData : IComponentData | |
{ | |
public Entity[] Leaders; | |
} |
NewerOlder