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/// <summary> | |
/// Check points in this list for slope | |
/// uses dot product for clarity | |
/// points must be in order to form lines | |
/// </summary> | |
/// <param name="points">points to check</param> | |
/// <returns>points with slope</returns> | |
List<Vector3> PointsWithNoSlope(List<Vector3> points) | |
{ | |
var result = new List<Vector3>(); |
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class Rect(object): | |
def __init__(self, x, y , width, height): | |
'''thestuff''' | |
def Contains(self, point): | |
return point.'''thestuff''' | |
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#pragma once | |
#include "Application.h" | |
#include <Renderer2D.h> | |
class RPG_Application : public aie::Application | |
{ | |
public: | |
RPG_Application(); | |
virtual ~RPG_Application(); | |
bool startup() override; |
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#pragma once | |
#include <string> | |
// a class for wrapping up an opengl texture image | |
class Texture { | |
public: | |
enum Format : unsigned int { |
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// ImGui GLFW binding with OpenGL3 + shaders | |
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. | |
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). | |
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. | |
// https://github.com/ocornut/imgui | |
#include <imgui.h> | |
#include "imgui_impl_glfw_gl3.h" | |
// GL_CORE/GLFW |
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// ImGui GLFW binding with OpenGL3 + shaders | |
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. | |
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). | |
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. | |
// https://github.com/ocornut/imgui | |
#pragma once | |
struct GLFWwindow; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEditorInternal; | |
using UnityEngine; | |
using UnityEngine.Events; | |
namespace Zyron | |
{ |
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using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
using UnityEditor; | |
[CustomEditor(typeof(GameEventTrigger))] | |
public class GameEventTriggerEditor : Editor | |
{ | |
private SerializedProperty _mEntriesProperty; | |
private GUIContent _mIconToolbarMinus; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class PlayerController : MonoBehaviour | |
{ | |
public StringVariable Horizontal; | |
public StringVariable Vertical; | |
public StringVariable Jump; | |
public FloatVariable Speed; |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections.Generic; | |
using System.Linq; | |
/// <summary> | |
/// Sometimes, it is useful to be able to run some editor script code in a project as soon as Unity launches without requiring action from the user. | |
/// You can do this by applying the InitializeOnLoad attribute to a class which has a static constructor. | |
/// A static constructor is a function with the same name as the class, declared static and without a return type or parameters. | |
/// </summary> |
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