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// MIT License | |
// | |
// Copyright (c) 2018 Sabresaurus | |
// | |
// 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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// MIT License | |
// | |
// Copyright (c) 2019 Sabresaurus | |
// | |
// 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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#if UNITY_EDITOR | |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using Sabresaurus.SabreCSG; | |
using UnityEditor; | |
public class BrushToCollider : MonoBehaviour, IPostBuildListener | |
{ | |
[SerializeField] |
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#if UNITY_EDITOR | |
using UnityEngine; | |
using Sabresaurus.SabreCSG; | |
public static class BSPTreePostProcess | |
{ | |
[PostProcessCSGBuild] | |
public static void OnPostProcessCSGBuild(Transform meshGroup) | |
{ | |
if(meshGroup != null) |
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#if UNITY_EDITOR | |
using UnityEngine; | |
using UnityEditor; | |
using System.Text.RegularExpressions; | |
using System.Collections.Generic; | |
using Type = System.Type; | |
public static class DuplicationUtility | |
{ | |
public static GameObject DuplicateGameObject(GameObject source) |
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using UnityEngine; | |
using System.Collections.Generic; | |
using Sabresaurus.SabreCSG; | |
public class RuntimeCSGExample2 : MonoBehaviour | |
{ | |
// Number of cells to create in the X and Z axis | |
[SerializeField] | |
int cellXCount = 10; | |
[SerializeField] |
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using UnityEngine; | |
using System.Collections.Generic; | |
using Sabresaurus.SabreCSG; | |
public class RuntimeCSGExample1 : MonoBehaviour | |
{ | |
[SerializeField] | |
int count = 30; // Number of brushes to create | |
[SerializeField] |
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// Example of how to use AutoComponent ( https://gist.github.com/sabresaurus/339fcaab18ea7c6a2c53 ) | |
[AutoComponent(RecursiveDirection.Up)] | |
Agent parentAgent; | |
[AutoComponent(RecursiveDirection.Down)] | |
MuzzleFlash muzzleFlash; | |
[AutoComponent(RecursiveDirection.Down)] | |
GunAnimator gunAnimator; |
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// MIT License | |
// | |
// Copyright (c) 2018 Sabresaurus | |
// | |
// 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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