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| import System.Collections.Generic; | |
| import System.Linq; | |
| import System; | |
| class Message | |
| { | |
| //Holds the messages being displayed | |
| static var messages : List.<Message> = new List.<Message>(); | |
| //Holds the messages waiting for display | |
| static var queue : List.<Message> = new List.<Message>(); |
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| using UnityEngine; | |
| using UnityEditor; | |
| public class Recorder : EditorWindow { | |
| string myString = "FileNameHere"; | |
| string status = "Idle"; | |
| string recordButton = "Record"; | |
| int state = 0; | |
| int fps = 24; | |
| int[] fpsOptions = new int[] {12,24,30,60}; |
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| <canvas id="stage"></canvas> |
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| Shader "JaaVuori Gradiend Bumped" { | |
| // JaaVuori is Iceberg in finnish | |
| // | |
| // I use finnish in variable, class etc names, maybe bad habit but it helps me to find my "own" code and stuff faster. | |
| // |
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| Shader "Base_Texture" | |
| { | |
| Properties | |
| { | |
| _DiffuseAmount ( "Diffuse Amount", Range( 0.0, 1.0 ) ) = 0.25 | |
| _TexAmount ( "Texture Amount", Range( 0.0, 1.0 ) ) = 0.25 | |
| _SpecAmount ( "Specular Amount", Range( 0.0, 16.0 ) ) = 1.0 | |
| _SpecTexAmount ( "Spec Texture Amount", Range( 0.0, 1.0 ) ) = 0.25 | |
| _Diffusemap ( "Diffusemap", 2D ) = "diffuse" {} |
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| Shader "Base_Artifact" | |
| { | |
| Properties | |
| { | |
| _DataTex ( "Data Artifact", 2D ) = "black" {} | |
| _Rate ( "Artifact Rate", float ) = 2.0 | |
| _Screeny_rate ( "Screen Rate", float ) = 6.0 | |
| _WarpScale ( "Warp Scale", range( -2, 2 ) ) = 0.5 | |
| _WarpOffset ( "Warp Offset", range( 0, 0.5 ) ) = 0.5 | |
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| Shader "Hidden/Vignetting" { | |
| Properties { | |
| _MainTex ("Base", 2D) = "white" {} | |
| _VignetteTex ("Vignette", 2D) = "white" {} | |
| _GlitchTex ("Glitch", 2D) = "white" {} | |
| } | |
| CGINCLUDE | |
| #pragma target 3.0 |
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| // C# built-in event system used in Unity3D | |
| // | |
| // Author: Bartek Drozdz | |
| // Reference: http://www.everyday3d.com/blog/index.php/2010/10/04/c-events-and-unity3d/ | |
| using UnityEngine; | |
| public class EventDispatcher : MonoBehaviour | |
| { | |
| public delegate void EventHandler(GameObject e); |
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| using UnityEngine; | |
| using UnityEditor; | |
| [CustomEditor (typeof(Trigger))] | |
| [CanEditMultipleObjects()] | |
| public class TriggerEditor : Editor | |
| { | |
| private SerializedObject obj; | |
| private SerializedProperty radius; |
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| using UnityEngine; | |
| using System.Collections; | |
| public class MoveTransform : IActivated { | |
| public Transform objectMoved; | |
| public Movements activatedPos, deactivatedPos; | |
| [System.Serializable] | |
| public class Movements { |