- When asked to write a specification for a feature, provide a detailed description of the feature, including its purpose, functionality, and any relevant technical details.
- Include examples or use cases to illustrate how the feature should work in practice.
- Ensure that the specification is clear and unambiguous, allowing developers to implement the feature without needing further clarification.
- Use consistent terminology and formatting throughout all specifications to enhance readability.
- If applicable, reference any existing specifications, documentation or standards that the feature should adhere to.
- Consider edge cases and potential limitations of the feature, and document how these should be handled.
- Avoid assumptions about the implementation details unless explicitly stated, focusing instead on the desired outcomes and behaviors of the feature.
- If the feature involves user interaction, describe the user interface elements and their expected behavior.
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using UnityEngine; | |
using UnityEditor; | |
namespace WizardsCode.Models { | |
/// <summary> | |
/// A custom Unity Editor window that allows users to find and process 3D models in a specified folder, | |
/// applying a selected material to all renderers within the models. | |
/// | |
/// This is useful when an asset is published in which the models do not have materials applied. For things | |
/// like terrain details this is problematic and since there are usually many models for details the manual |
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// MIT License | |
// | |
// Copyright (c) Wizards Code | |
// | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files (the "Software"), to deal | |
// in the Software without restriction, including without limitation the rights | |
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
// copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions: |
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using UnityEngine; | |
using System.Collections; | |
/// <summary> | |
/// A helper class to start coroutines from non-MonoBehaviour classes. | |
/// | |
/// Usage: | |
/// To start a coroutine from a non-MonoBehaviour class, call CoroutineHelper.Instance.StartHelperCoroutine(yourCoroutine). | |
/// Example: | |
/// IEnumerator YourCoroutine() |
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--[[ | |
* ReaScript Name: Insert x MIDI notes, one every y seconds, starting at the current playhead position | |
* Screenshot: | |
* Author: Wizards Code | |
* Author URI: httpL//www.thewizardscode.com | |
* Repository: | |
* Repository URI: | |
* Licence: MIT | |
* REAPER: 7.0 (and likely earlier) | |
* Version: 0.1 |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UniversalAI; | |
namespace WizardsCode.UniversalAIExtension | |
{ | |
public class SquadBehaviours : MonoBehaviour | |
{ |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using Sirenix.OdinInspector; | |
using System.Linq; | |
using System; | |
using WizardsCode; | |
namespace WizardsCode.Optimization | |
{ |
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using System.Collections.Generic; | |
using UnityEngine; | |
/// <summary> | |
/// This script is under CCO License (TL;DR do what you will with it ;-) | |
/// See https://creativecommons.org/share-your-work/public-domain/cc0/ | |
/// | |
/// This works best when you have a fire or candle particle effect on the same location as the light | |
/// | |
/// Check out my You Tube channel https://youtube.com/c/WizardsCode |
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/* | |
Extension to CiDy that will allow you to create a NavMesh to guide pedestrians around the city. | |
Any NavMesh driven character can be used. I provide some basic open source pedestrian code | |
(see https://www.patreon.com/posts/64257587 and https://youtu.be/nzzS40XHWA8) but it's not | |
required. If you don't use my Character controller code you will need to make a couple of | |
small changes to the scripts (see comments) and build your own Custom Editor base on my code | |
below. | |
Add CiDyPedestrians to a convenient object in your scene, setup a couple of parameters and | |
click the "Build NavMesh" button. |
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Shader "Custom/UIBlur" | |
{ | |
Properties | |
{ | |
[Toggle(IS_BLUR_ALPHA_MASKED)] _IsAlphaMasked("Image Alpha Masks Blur", Float) = 1 | |
[Toggle(IS_SPRITE_VISIBLE)] _IsSpriteVisible("Show Image", Float) = 1 | |
// Internally enforced by MAX_RADIUS | |
_Radius("Blur Radius", Range(0, 64)) = 1 |