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/* | |
A simple little editor extension to copy and paste all components | |
Help from http://answers.unity3d.com/questions/541045/copy-all-components-from-one-character-to-another.html | |
license: WTFPL (http://www.wtfpl.net/) | |
author: aeroson | |
*/ | |
using UnityEngine; | |
using UnityEditor; |
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/* | |
* Copyright 2017 Ben D'Angelo | |
* | |
* MIT License | |
* | |
* 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 copies of the Software, and to permit persons | |
* to whom the Software is furnished to do so, subject to the following conditions: |
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//Copyright (c) 2014 Tilman Schmidt (@KeyMaster_) | |
//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 | |
//copies of the Software, and to permit persons to whom the Software is | |
//furnished to do so, subject to the following conditions: | |
//The above copyright notice and this permission notice shall be included in |
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using UnityEngine; | |
public class EnumFlagAttribute : PropertyAttribute | |
{ | |
public string enumName; | |
public EnumFlagAttribute() {} | |
public EnumFlagAttribute(string name) | |
{ |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections.Generic; | |
using System.Linq; | |
/// <summary> | |
/// 「Window/SerializedObject Editor」で起動。 | |
/// 選択中のObjectと関連ObjectからSerializedObjectを作ってPropertyを全て表示する。 | |
/// </summary> | |
public class SerializedObjectEditor : EditorWindow |
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#!/usr/bin/env bash | |
# Usage: git-branch-status | |
# Show how many commits each branch is ahead or behind its upstream. | |
branch=`git rev-parse --abbrev-ref HEAD` | |
git for-each-ref --format='%(refname:short) %(upstream:short)' refs/heads | \ | |
while read local upstream; do |
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using System; | |
using System.Collections.Generic; | |
public class GameEvent | |
{ | |
} | |
public class EventMessenger | |
{ |
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#include "XboxController.h" | |
XboxController::XboxController(PAD_ID pad) : | |
id(pad) | |
{ | |
} | |
XboxController::~XboxController() | |
{ |
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//Based on a brilliant idea by Matthew Wegner - https://twitter.com/mwegner/status/355147544818495488 | |
//Code for drawing the base PropertyDrawers is from here: http://forum.unity3d.com/threads/173401-Getting-Default-SerializedProperty-Drawing-within-a-PropertyDrawer?p=1186347&viewfull=1#post1186347 | |
//My implementation is super lazy with magic numbers everywhere! :D | |
#if UNITY_EDITOR | |
using System; | |
using UnityEngine; | |
using System.Collections.Generic; | |
using UnityEditor; |
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using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class AssetBundleManager { | |
class AssetReference : IDisposable { | |
int count; | |
public AssetBundle bundle; | |