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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Assertions;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
public class MeshTool
{
public Mesh mesh;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Assertions;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
public class MeshTool
{
public Mesh mesh;
private static void Fill<T>(List<T> list, List<T> template, int copies)
{
list.Clear();
for (int i = 0; i < copies; ++i)
{
list.AddRange(template);
}
}
using UnityEngine;
public class InspectorAction : MonoBehaviour
{
[System.Serializable]
public class Action : UnityEngine.Events.UnityEvent { };
public Action onInvoked;
public void Invoke()
@Ragzouken
Ragzouken / Android.cs
Created June 19, 2017 12:36
refresh files
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Assertions;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using System.IO;
public class Android
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@Ragzouken
Ragzouken / LINQExtensions.cs
Created October 15, 2016 12:25
for when you cba to write that loop
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Assertions;
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using Random = UnityEngine.Random;
using System;
using System.Collections.Generic;
public class MessageHandler
{
private Dictionary<Type, Action<object>> handlers
= new Dictionary<Type, Action<object>>();
public void SetHandler<TMessage>(Action<TMessage> handler)
{
@Ragzouken
Ragzouken / InstancePool.cs
Last active September 24, 2016 14:43
replacement for MonoBehaviourPooler
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Assertions;
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
public abstract class InstancePool<TConfig, TInstance>
where TInstance : IConfigView<TConfig>