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using System;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine.UIElements;
class PathApi {
public string MonoPath;
public string Dir() {
async Routine EnabledDisabledFlow() {
while (true) {
await Routine.Yield;
if (!enabled)
await Routine.TryAwait(() => enabled)
.Configure(child: DisabledFlow());
await Routine.TryAwait(() => !enabled)
.Configure(child: EnabledFlow());
static RenderTexture TopDownPreview(GameObject prefab, RenderTexture rt, Camera Camera, Transform Root) {
var instance = Object.Instantiate(prefab, Root);
instance.hideFlags = HideFlags.DontSave;
Camera.targetTexture = rt;
Camera.Render();
Object.DestroyImmediate(instance);
Camera.targetTexture = null;
return rt;
}
using System.Runtime.CompilerServices;
static class HashUtils {
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int CombineWith(this int hash1, int hash2) => (hash1 * 397) ^ hash2;
}
const string s_Arrow0 = "iVBORw0KGgoAAAANSUhEUgAAAA8AAAAPCAYAAAA71pVKAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuNWWFMmUAAACYSURBVDhPzZExDoQwDATzE4oU4QXXcgUFj+YxtETwgpMwXuFcwMFSRMVKKwzZcWzhiMg91jtg34XIntkre5EaT7yjjhI9pOD5Mw5k2X/DdUwFr3cQ7Pu23E/BiwXyWSOxrNqx+ewnsayam5OLBtbOGPUM/r93YZL4/dhpR/amwByGFBz170gNChA6w5bQQMqramBTgJ+Z3A58WuWejPCaHQAAAABJRU5ErkJggg==";
static Texture2D Base64ToTexture (string base64) {
Texture2D t = new Texture2D (1, 1);
t.hideFlags = HideFlags.HideAndDontSave;
t.LoadImage (System.Convert.FromBase64String (base64));
return t;
}
[System.Serializable]
public class SimplePID {
public float Kp = 1f;
public float Ki = 0f;
public float Kd = .1f;
float _lastError;
float _p, _i, _d;
public void Reset() {
[DllImport("USER32.dll")]
public static extern short GetKeyState(int keycode);
var capsLocked = (GetKeyState(0x14) & 1) > 0;
public class GrowList<T> {
public T[] Items;
public int Count;
public GrowList (int capacity) {
Items = new T[capacity];
Count = 0;
}
public void Add (T item) {
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using MessagePack;
using Mk.Routines;
using Unity.Collections;
using Unity.Networking.Transport;
using UnityEngine;
using System;
using System.Collections;
using UnityEngine;
using Random = UnityEngine.Random;
using Unity.Collections;
using Unity.Jobs;
[ExecuteAlways]
public class Avoidance : MonoBehaviour