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using OpenTK; | |
using OpenTK.Graphics.OpenGL; | |
using System; | |
namespace WEditor.Rendering | |
{ | |
public class Mesh | |
{ | |
public Vector3[] Vertices | |
{ |
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public class EntrySubOption : INotifyPropertyChanged | |
{ | |
/* Actual Layout of Struct on Disk: */ | |
// 0x2C/44 bytes long | |
// 0x00 - string Name | |
// 0x21 - string MapName | |
// 0x29 - byte RoomNumber | |
// 0x2A - byte SpawnPointId | |
// 0x2B byte LoadedLayerId |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using Newtonsoft.Json; | |
public enum TileSides | |
{ | |
None = 0, | |
BottomLeft, | |
BottomRight, |
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{ "height":32, | |
"layers":[ | |
{ | |
"data":[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 2, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1 |
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private bool CheckForLedgeHangStart() | |
{ | |
if (m_controller.CollisionState.HasLedge()) | |
{ | |
// Ensure we can't grab a ledge within a 20th of a second after the last time we let go of one, | |
// so we don't end up sticking to the same ledge. | |
if (m_velocity.y < 0f && Time.time - m_lastLedgeGrabEndTime > 0.2f) | |
{ | |
// Ensure that we're close enough to the top of the ledge. | |
int wholeBlock = Mathf.RoundToInt(transform.position.y); |
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using UnityEngine; | |
using System.Collections; | |
using DG.Tweening; | |
public class ArrowProjectile : AmmoPickup, IStatusAfflictionReciever | |
{ | |
[SerializeField] private ParticleSystem m_fireTrailParticle; | |
[SerializeField] private int m_damageAmount = 2; | |
[SerializeField] private float m_antiGravDuration = 0.15f; |
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using UnityEngine; | |
using System.Collections; | |
public class SpriteFlash : MonoBehaviour | |
{ | |
/// <summary> Renderer who's material we want to cause to flash. Material must have a "_FlashAmount" float property ([0-1]) to tween. </summary> | |
[SerializeField] private Renderer m_sprite; | |
/// <summary> Rate at which the sprite will flash - specifies duration of one half of the interval, ie: "0.1" will spend 0.1 seconds on, then 0.1s off. </summary> | |
public float FlashRate = 0.1f; |
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using UnityEngine; | |
using System; | |
using System.Collections.Generic; | |
public abstract class BaseDirectionalWeapon : BaseWeapon | |
{ | |
protected FireDirections m_weaponDirection; | |
[Flags] | |
protected enum FireDirections |
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using UnityEngine; | |
using System.Collections; | |
using Newtonsoft.Json; | |
public class GlobalState : MonoBehaviour | |
{ | |
public static GameSettings Settings; | |
/// <summary> | |
/// This is as close to as we can come in Unity to a entry point to the program. The GlobalState |