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/* | |
* Licensed under the MIT license | |
* | |
* MIT License | |
* Copyright (c) 2025 Mike Wuetherick | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal | |
* in the Software without restriction, including without limitation the rights | |
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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/* | |
* Licensed under the MIT license | |
* | |
* MIT License | |
* Copyright (c) 2025 Mike Wuetherick | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal | |
* in the Software without restriction, including without limitation the rights | |
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections.Generic; | |
using System.IO; | |
public class BatchExtractMaterials : EditorWindow | |
{ | |
private enum ExtractMode { Extract = 0, Remap = 1, Ignore = 2 }; | |
[System.Serializable] |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections.Generic; | |
using System.IO; | |
public class BatchExtractMaterials : EditorWindow | |
{ | |
private enum ExtractMode { Extract = 0, Remap = 1, Ignore = 2 }; | |
[System.Serializable] |
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using UnityEngine; | |
using UnityEngine.AI; | |
namespace MegaCrush.NavmeshBaker.Sample | |
{ | |
/// <summary> | |
/// A very simple click to move player controller | |
/// </summary> | |
[RequireComponent(typeof(NavMeshAgent))] | |
public class ClickToMoveController : MonoBehaviour |
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using UnityEngine; | |
using DunGen; | |
[RequireComponent(typeof(RuntimeDungeon))] | |
public class DoSomethingOnDungeonComplete : MonoBehaviour | |
{ | |
private RuntimeDungeon runtimeDungeon; | |
private void Awake() |
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using System; | |
using Opsive.UltimateCharacterController.Traits; | |
using UnityEngine; | |
namespace PixelWizards.GameSystem | |
{ | |
/// <summary> | |
/// Quick tutorial for anyone that's using Opsive UCC and want to integrate it with Blaze, it's super simple: | |
/// 1) setup your AI with Blaze | |
/// 2) Add a Rigidbody |
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using System; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEditor.Build.Reporting; | |
using UnityEngine; | |
public class BuildSystem | |
{ | |
public enum BuildType | |
{ |
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using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using System.IO; | |
using System.IO.Compression; | |
using Ionic.Zip; // this uses the Unity port of DotNetZip https://github.com/r2d2rigo/dotnetzip-for-unity |
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using UnityEditor; | |
namespace PixelWizards.Utilities | |
{ | |
public class UnparentGameObject | |
{ | |
[MenuItem("Edit/Unparent GameObject", false, 0)] | |
static void UnparentGO() | |
{ | |
var selection = Selection.activeTransform; |
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