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using System; | |
using UnityEngine; | |
using System.Collections; | |
using System.IO; | |
[Serializable] | |
public class DummyData : ISaveData | |
{ | |
[SerializeField] private Vector3 _position = new Vector3(); |
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// via http://williamchyr.com/2013/11/unity-shaders-depth-and-normal-textures/ | |
Shader "Custom/DepthGrayscale" { | |
SubShader{ | |
Tags{ "RenderType" = "Opaque" } | |
Pass{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag |
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using System; | |
using UnityEngine; | |
public class TurretBarrel : MonoBehaviour | |
{ | |
public GameObject Projectile; | |
int h; | |
public float AttackRange = 25f; // Distance | |
public float AttackDelay = 1f; // Time |
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using System; | |
using UnityEngine; | |
public class TurretBarrel : MonoBehaviour | |
{ | |
public GameObject Projectile; | |
public float AttackRange = 25f; // Distance | |
public float AttackDelay = 1f; // Time | |
public bool IsAlive { get; set; } |
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using System; | |
using System.Collections.Generic; | |
using System.ComponentModel; | |
using System.Data; | |
using System.Drawing; | |
using System.Linq; | |
using System.Text; | |
using System.Threading.Tasks; | |
using System.Windows.Forms; |