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function fadeToggle(el1, el2, callback) { | |
var tl = new TimelineMax() | |
var fadeOutEl = el1 | |
var fadeInEl = el2 | |
var t = 0.3 | |
var checkVis = function() { | |
var o = [] | |
if (el1.css('display') !== 'none') { |
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// An awesome and slightly modified gulp, babel, sass workflow via https://gist.github.com/dverbovyi/7f71879bec8a16847dee | |
var browserify = require('browserify'), | |
gulp = require('gulp'), | |
sourcemaps = require('gulp-sourcemaps'), | |
sass = require('gulp-sass'), | |
autoprefixer = require('gulp-autoprefixer'), | |
source = require('vinyl-source-stream'), | |
buffer = require('vinyl-buffer'), | |
browserSync = require('browser-sync') |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
// Adds a "Edit Prefab" option in the Assets menu (or right clicking an asset in the project browser). | |
// This opens an empty scene with your prefab where you can edit it. | |
// Put this script in your project as Assets/Editor/EditPrefab.cs | |
public class EditPrefab { | |
static Object getPrefab(Object selection) { |
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/* MIT License Copyright (c) 2018 Uvi Vagabond, UnityBerserkers 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 all | |
copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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import React, { Component } from 'react'; | |
const { | |
Provider: MouseCursorProvider, | |
Consumer: MouseCursorContextConsumer | |
} = React.createContext(); | |
export class MouseCursorContextProvider extends Component { | |
state = { | |
screenX: null, |
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function linearmap(x, in_min, in_max, out_min, out_max) { | |
return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min; | |
} |
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// TinyTween.cs | |
// | |
// Copyright (c) 2013 Nick Gravelyn | |
// | |
// 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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using System; | |
#if UNITY | |
using UnityEngine; | |
using Math = UnityEngine.Mathf; | |
#endif | |
static public class Easings | |
{ | |
/// <summary> | |
/// Constant Pi. |
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//Made by Filmstorm - Author: Kieren Hovasapian | |
//Object Minder - Keeps In-Game Object Changes in Sync with Editor | |
using System.Collections; | |
using System.IO; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
[ExecuteInEditMode] |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityAtoms.BaseAtoms; | |
public class UnityAtoms_UI_Hearts_Bar : MonoBehaviour | |
{ | |
[SerializeField] private FloatVariable _Value; | |
public float Value { set { _Value.Value = value; } get { return _Value.Value; } } |
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