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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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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| [CreateAssetMenu] | |
| public class GameEventArgs : ScriptableObject | |
| { | |
| public void Raise(params Object[] args) | |
| { |
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| using UnityEngine; | |
| public class GameEventArgsListener : MonoBehaviour | |
| { | |
| public GameEventArgs Event; | |
| public Object Sender; | |
| public GameEventArgsResponse Response; | |
| private void OnEnable() | |
| { |
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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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| 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.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 UnityEditor; | |
| using UnityEditorInternal; | |
| using UnityEngine; | |
| using UnityEngine.Events; | |
| namespace Zyron | |
| { |
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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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| // 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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| #pragma once | |
| #include <string> | |
| // a class for wrapping up an opengl texture image | |
| class Texture { | |
| public: | |
| enum Format : unsigned int { |