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| using UnityEngine; | |
| using System.Collections; | |
| using System; | |
| public abstract class NetworkBehaviour<T> : MonoBehaviour where T : INetworkPacket, new() | |
| { | |
| public T Packet = new T(); | |
| public T LastPacket = new T(); | |
| public NetworkingManager Manager; | |
| public bool IsEchoEnabled = true; |
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| public class NetworkingManager : MonoBehaviour | |
| { | |
| public static NetworkingManager Instance; | |
| public bool IsServer; | |
| public string IpAddress = "127.0.0.1"; | |
| public int Port = 8888; | |
| public Transform PlayerRootPrefab; | |
| public List<NetworkPlayerRecord> Players = new List<NetworkPlayerRecord>(); |
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| using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections; | |
| using System.Diagnostics; | |
| public class NetworkBuilder | |
| { | |
| [MenuItem("Networking/Build and Run Server %#x")] | |
| public static void BuildAndRunServer() | |
| { |
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| public WaitForFixedUpdate Wait = new WaitForFixedUpdate(); | |
| public IEnumerator PhysicsCoroutine() | |
| { | |
| while (true) | |
| { | |
| yield return Wait; | |
| } | |
| } |
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| #============================================================================== | |
| # ** Game_Unit | |
| #------------------------------------------------------------------------------ | |
| # This class handles units. It's used as a superclass of the Game_Party and | |
| # and Game_Troop classes. | |
| #============================================================================== | |
| class Game_Unit | |
| #-------------------------------------------------------------------------- | |
| # * Public Instance Variables |
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| public override void OnInspectorGUI2() | |
| { | |
| // First off, cache a copy of target cast to its type, makes like easier. EXAMPLE | |
| AmbientLight light = target as AmbientLight; | |
| // This is to top area of the inspector GUI. draw controls here for making chages to parts of the target object that arnt part of the array. | |
| light.timeOfDay = EditorGUILayout.Slider("Time of Day", light.timeOfDay, 0, 24); | |
| // leave some space to split the main settings from the array | |
| EditorGUILayout.Space(); |
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| public static class StringExtentions | |
| { | |
| //bad word list specal thanks to google! (https://gist.github.com/jamiew/1112488) | |
| private static string[] badwords = new[] { "4r5e", "5h1t", "5hit", "a55", "anal", "anus", "ar5e", "arrse", "arse", "ass", "ass-fucker", "asses", "assfucker", "assfukka", "asshole", "assholes", "asswhole", "a_s_s", "b!tch", "b00bs", "b17ch", "b1tch", "ballbag", "balls", "ballsack", "bastard", "beastial", "beastiality", "bellend", "bestial", "bestiality", "bi+ch", "biatch", "bitch", "bitcher", "bitchers", "bitches", "bitchin", "bitching", "bloody", "blow job", "blowjob", "blowjobs", "boiolas", "bollock", "bollok", "boner", "boob", "boobs", "booobs", "boooobs", "booooobs", "booooooobs", "breasts", "buceta", "bugger", "bum", "bunny fucker", "butt", "butthole", "buttmuch", "buttplug", "c0ck", "c0cksucker", "carpet muncher", "cawk", "chink", "cipa", "cl1t", "clit", "clitoris", "clits", "cnut", "cock", "cock-sucker", "cockface", "cockhead", "cockmunch", "cockmuncher", "cocks", "cocksuck", |
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| // attach this to a camera. It sets the sort mode so 2D object are rendered correctly with a perspective camera. | |
| public class CameraSortModeSetter : MonoBehaviour | |
| { | |
| void Update() | |
| { | |
| if (camera != null && camera.transparencySortMode != TransparencySortMode.Orthographic) | |
| camera.transparencySortMode = TransparencySortMode.Orthographic; | |
| } | |
| } |
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| EditorGUILayout.BeginHorizontal(EditorStyles.toolbar); | |
| GUILayout.Label("Toolbar Title"); | |
| GUILayout.FlexibleSpace(); | |
| if (GUILayout.Button("A", EditorStyles.toolbarButton)) | |
| { | |
| // does something | |
| } | |
| if (GUILayout.Button("B", EditorStyles.toolbarButton)) | |
| { | |
| // does something |
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| [CustomEditor(typeof(Transform))] | |
| public class Transform2DInspector : Editor | |
| { | |
| public override void OnInspectorGUI() | |
| { | |
| // Grab the target transform | |
| Transform transform = (Transform)target; | |
| tk2dBaseSprite sprite = transform.gameObject.GetComponent<tk2dBaseSprite>(); | |
| if (sprite != null) |