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using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
[CustomEditor(typeof(Prueba))]
public class PruebaEditor : Editor {
Prueba Target { get => (Prueba) target; }
void OnSceneGUI () {
Ray rayo = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Practice : MonoBehaviour {
public float radius = 3;
public GameObject prototype;
public List<GameObject> r;
public List<GameObject> Search () {
public static string ToggleGroup (string current, string[] options) {
foreach (string option in options) {
if (GUILayout.Toggle(current == option, option, "Button")) {
current = option;
}
}
return current;
}
public interface IMage {
public Mage Mage { get; }
}
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class ThingCreator : MonoBehaviour {
public GameObject prototype;
public Transform positionIndicator;
void Update () {
if (Input.GetKeyDown(KeyCode.Space)) {
public static GameObject SafePrefabInstantiate(GameObject reference){
return SafePrefabInstantiate(reference,Vector3.zero,Quaternion.identity);
}
public static GameObject SafePrefabInstantiate (GameObject reference,
Vector3 position,
Quaternion rotation) {
#if UNITY_EDITOR
if (Application.isPlaying) {
return GameObject.Instantiate(reference, position, rotation);
RaycastHit hitInfo;
Ray worldRay = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);
return Physics.Raycast(worldRay, out hitInfo);
if (Event.current.type == EventType.MouseDown) {
// el usuario hizo click en la escena!
GUIUtility.hotControl = GUIUtility.GetControlID(FocusType.Passive);
Event.current.Use();
// las dos líneas de código anteriores cancelan el evento.
}
using UnityEngine;
using UnityEngine.Playables;
using System.Collections;
using System.Collections.Generic;
public class CinematicController : MonoBehaviour {
public PlayableDirector director;
public bool IsPaused { get => director.state == PlayState.Paused; }
public GameObject[] controlables;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class BallVictoryTriggerer : MonoBehaviour {
void OnEnable () {
}
void OnDisable () {
GameManager.OnGameEndingTriggered -= Asdf;
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
[CustomEditor(typeof(asdf))]
public class AsdfEditor : Editor {
asdf Target { get => (asdf) target; }
// https://docs.unity3d.com/ScriptReference/EditorGUILayout.html
// https://docs.unity3d.com/ScriptReference/GUILayout.html