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using System; | |
using UnityEngine; | |
[ Serializable ] | |
public class Easing | |
{ | |
public enum EasingType | |
{ | |
Curve, | |
Function |
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// Adapted from java source by Herman Tulleken | |
// http://www.luma.co.za/labs/2008/02/27/poisson-disk-sampling/ | |
// The algorithm is from the "Fast Poisson Disk Sampling in Arbitrary Dimensions" paper by Robert Bridson | |
// http://www.cs.ubc.ca/~rbridson/docs/bridson-siggraph07-poissondisk.pdf | |
using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using Random = System.Random; |
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using UnityEngine; | |
/// <summary> | |
/// Attribute to select a single layer. | |
/// </summary> | |
public class LayerAttribute : PropertyAttribute | |
{ | |
} |
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using System; | |
using Gamelogic.Extensions; | |
using UnityEngine; | |
public class CameraFade : Singleton<CameraFade> | |
{ | |
private void Awake() | |
{ | |
if ( Instance.FadeTexture != null ) return; | |
Instance.FadeTexture = new Texture2D( 1, 1 ); |
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#define USE_GAMELOGIC_EXTENSION | |
#if USE_GAMELOGIC_EXTENSION | |
using Gamelogic.Extensions; | |
#endif | |
using UnityEngine; | |
#if USE_GAMELOGIC_EXTENSION | |
public class ShakeBehaviour : GLMonoBehaviour |
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using UnityEngine; | |
public class StretchWithVelocity : MonoBehaviour | |
{ | |
public float MaxVelocity = 10; | |
public float MaxSpeedStretch = 0.5f; | |
public bool CompensatePosition = true; | |
public float MinVelocity = 0.1f; | |
public float Smoothing = 0.1f; |
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using UnityEngine; | |
using System; | |
//Original version of the ConditionalHideAttribute created by Brecht Lecluyse (www.brechtos.com) | |
//Modified by: - | |
[ AttributeUsage( AttributeTargets.Field ) ] | |
public class ConditionalHideAttribute : PropertyAttribute | |
{ | |
public readonly string ConditionalSourceField; |
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using System; | |
using System.Collections; | |
using UnityEngine; | |
public static class CoroutineExtensions | |
{ | |
public static Coroutine Then( this Coroutine self, Action action ) | |
{ | |
return DefaultCoroutineHost.Instance.StartCoroutine( ChainWithAction( self, action ) ); | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class CoroutineEvent<T1, T2> | |
{ | |
public delegate IEnumerator CoroutineDelegate( T1 parameter1, T2 parameter2 ); | |
private readonly List<CoroutineDelegate> _eventHandlers = new List<CoroutineDelegate>(); | |
private int _runningCoroutinesCount; |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
#if USE_GAMELOGIC_EXTENSIONS | |
using Gamelogic.Extensions; | |
#endif | |
using UnityEngine; | |
/// <summary> | |
/// A lightweight state machine that support either update or coroutine pattern for states update. |
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