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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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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 System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[CreateAssetMenu] | |
public class GameEventArgs : ScriptableObject | |
{ | |
public void Raise(params Object[] args) | |
{ |
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//credit to Ryan Hipple Schell Games | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Events; | |
public class GameEventListener : MonoBehaviour | |
{ | |
public GameEvent Event; | |
public UnityEvent Response; |
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/// Credit to Ryan Hipple from Schell Games | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using System; | |
/// <summary> | |
/// Create a GameEvent in the Project View | |
/// This Event should be something meaningful. Ex: GameStart | |
/// The GameStart.asset will have its reference used in the project |
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using System; | |
using UnityEngine; | |
class TranInputController : MonoBehaviour | |
{ | |
Animator anim; | |
void Update() | |
{ | |
if(Input.GetKeyDown(KeyCode.D)) | |
{ |
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using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
public class AStar : MonoBehaviour | |
{ | |
public enum State | |
{ |
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def Run(self): | |
self.Reset() | |
open = self.OPEN | |
closed = self.CLOSED | |
start = self._start | |
goal = self._goal | |
open.append(start) | |
print(open) | |
while open: | |
open.sort(key = lambda x : x.f) |
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//written by Ryan adaire aka the boss aka commit dis aka ya boy aka holla at | |
using System; | |
using System.Linq; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class FSM<T> | |
{ | |
private List<TransitionObject> good_transitions; |
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