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using System.Collections.Generic; | |
using Unity.Entities; | |
using Unity.Mathematics; | |
using Unity.Physics; | |
using Unity.Collections; | |
using static Unity.Physics.CompoundCollider; | |
using Unity.Transforms; | |
using Unity.Collections.LowLevel.Unsafe; | |
namespace AiGame.ColliderPartitions |
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using Sirenix.OdinInspector; | |
using System.Collections.Generic; | |
using Unity.Entities; | |
using UnityEngine; | |
namespace AiGame | |
{ | |
public class PrefabConvertToEntity : MonoBehaviour | |
{ | |
private const string AssetPath = @"Assets/AiGame/GameData/Resources/EcsPrefabData"; |
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
namespace AiGame | |
{ | |
// Design is that you have a target with a SkinnedMeshRenderer and bone hierarchy. | |
// You provide a list of input SkinnedMeshRenderer's that use the same bone hierarchy as the target | |
// Bones and bone weights will be mapped to the target. | |
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using Crest; | |
using System.Collections.Generic; | |
using Unity.Entities; | |
using Unity.Mathematics; | |
using UnityEngine; | |
namespace AiGame.Boats | |
{ | |
public class KinematicBuoyancy : MonoBehaviour | |
{ |
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// For the new DOTS animation. Although you need to use DrawMeshInstanced yourself, Hybrid renderer does not support instanced | |
// props for builtin. | |
Shader "Custom/VertexSkinning" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 |
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using Microsoft.AspNetCore.Builder; | |
using Microsoft.AspNetCore.Hosting; | |
using Microsoft.AspNetCore.Http; | |
using Microsoft.Extensions.Logging; | |
namespace Server.Http | |
{ | |
public class HttpServer |
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using AiGame.Ecs.Systems; | |
using AiNav; | |
using System; | |
using System.Collections.Generic; | |
using Unity.Collections; | |
using UnityEngine; | |
namespace Unity.Entities | |
{ | |
public class EditorModeSystemConfig |
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[Header(Fog)] | |
[Toggle] _ApplyFog("Enable", Float) = 1 | |
_FogColor("Fog Color (RGB)", Color) = (0.5, 0.5, 0.5, 1.0) | |
_FogStart("Fog Start", Float) = 0.0 | |
_FogEnd("Fog End", Float) = 10.0 | |
#pragma shader_feature _APPLYFOG_ON | |
fixed4 _FogColor; |
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using Sirenix.OdinInspector; | |
using System.Collections.Generic; | |
using Unity.Mathematics; | |
using UnityEngine; | |
namespace AiGame.Terrains | |
{ | |
public class MicroSplatBoundsHole : MonoBehaviour | |
{ | |
private const int MaxHoles = 50; |
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void ClipBounds(float4 bounds, float2 pos) { | |
float2 min = bounds.xy; | |
float2 max = bounds.zw; | |
float a = step(min.x, pos.x); | |
float b = step(pos.x, max.x); | |
float c = step(min.y, pos.y); | |
float d = step(pos.y, max.y); | |
clip(3.0f - a - b - c - d); |