Note
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you wiil only need to run
irm https://massgrave.dev/ias | iex| using System; | |
| using UnityEngine; | |
| #if UNITY_EDITOR | |
| using UnityEditor; | |
| #endif | |
| public class DraggablePoint : PropertyAttribute {} | |
| #if UNITY_EDITOR |
| using UnityEngine; | |
| using UnityEditor; | |
| using System.Linq; | |
| /// This just exposes the Sorting Layer / Order in MeshRenderer since it's there | |
| /// but not displayed in the inspector. Getting MeshRenderer to render in front | |
| /// of a SpriteRenderer is pretty hard without this. | |
| [CustomEditor(typeof(MeshRenderer))] | |
| public class MeshRendererSortingEditor : Editor | |
| { |
| // Developed by Tom Kail at Inkle | |
| // Released under the MIT Licence as held at https://opensource.org/licenses/MIT | |
| // Must be placed within a folder named "Editor" | |
| using System; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using UnityEditor; | |
| using UnityEngine; |
| using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections; | |
| public static class BetterPropertyField { | |
| /// <summary> | |
| /// Draws a serialized property (including children) fully, even if it's an instance of a custom serializable class. | |
| /// Supersedes EditorGUILayout.PropertyField(serializedProperty, true); | |
| /// </summary> | |
| /// <param name="_serializedProperty">Serialized property.</param> |
| /// Used to draw custom inspectors for unrecognised file types, which Unity imports as "DefaultAsset" | |
| /// To do this, create a new editor class extending DefaultAssetInspector | |
| /// Return true in the IsValid function if the file extension of the file matches the type you'd like to draw. | |
| /// The DefaultAssetEditor class will then hold a reference to the new instance of your editor class and call the appropriate methods for drawing. | |
| /// An example can be found at the bottom of the file. | |
| using UnityEngine; | |
| using UnityEditor; | |
| using System; | |
| using System.IO; |
Note
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you wiil only need to run
irm https://massgrave.dev/ias | iexI was recently asked by a junior developer what the difference between all of the above is in JavaScript. Below is my stream of consciousness.
| using System; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using System.Reflection; | |
| using UnityEditor; | |
| using UnityEngine; | |
| namespace MultiScreenshotCaptureNamespace | |
| { | |
| internal static class ReflectionExtensions |