This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Reflection; | |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
public class EnumPickerWindow |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
private void RenderPortrait() | |
{ | |
if (regiment == null) | |
return; | |
// TODO: portrait to config | |
var first = regiment.xGetFirstNonNullUnit(); | |
if (first == null) | |
return; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
using Sirenix; | |
using Sirenix.OdinInspector; | |
using Sirenix.OdinInspector.Editor; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using DG.Tweening; | |
public class Airfoil | |
: MonoBehaviour | |
{ | |
[Range(0.0f, 5.0f)] | |
public float liftCoefficient = 1.0f; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
[InitializeOnLoad()] | |
class MeshCombinerHelperTag |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Pass | |
{ | |
CGPROGRAM | |
#pragma multi_compile_instancing | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
public class EditorTimeScale | |
: EditorWindow | |
{ | |
[MenuItem("Tools/TimeScale &T")] | |
public static void TimeScale() |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using DG.Tweening; | |
// NOTES | |
// - DrawMesh() doesn't clear batches | |
// - DrawMeshNow() can have weird lighting behind some transparent things | |
// - EditorUtility.SetDirty() can be used to force batch clear for DrawMesh() if you have to use it | |
// - DrawGizmos() is called in addition to DrawGizmosSelected() |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<UserSettings><ApplicationIdentity version="15.0"/><ToolsOptions><ToolsOptionsCategory name="Environment" RegisteredName="Environment"><ToolsOptionsSubCategory name="Documents" RegisteredName="Documents" PackageName="Visual Studio Environment Package"><PropertyValue name="ShowMiscFilesProject">false</PropertyValue><PropertyValue name="AutoloadExternalChanges">false</PropertyValue><PropertyValue name="CheckForConsistentLineEndings">false</PropertyValue><PropertyValue name="SaveDocsAsUnicodeWhenDataLoss">false</PropertyValue><PropertyValue name="InitializeOpenFileFromCurrentDocument">true</PropertyValue><PropertyValue name="ReuseSavedActiveDocWindow">false</PropertyValue><PropertyValue name="DetectFileChangesOutsideIDE">true</PropertyValue><PropertyValue name="DontShowGlobalUndoChangeLossDialog">true</PropertyValue><PropertyValue name="AllowEditingReadOnlyFiles">true</PropertyValue><PropertyValue name="DocumentDockPreference">0</PropertyValue><PropertyValue name="MiscFilesProjectSavesLastNItems">0</PropertyValu |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
using System.Reflection; | |
using System.Collections; | |
using System.Collections.Generic; | |
namespace FunktronicLabs | |
{ | |
public class EditorQuickFindAssetNameCache |