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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
/// <summary> | |
/// A generic pool manager for managing instances of Unity components. | |
/// This class allows for efficient reuse of components by maintaining a pool | |
/// of inactive instances that can be activated and returned as needed. | |
/// </summary> | |
/// <typeparam name="T">The type of Unity Component to pool. Must be a class derived from Component.</typeparam> |
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using System; | |
using UnityEngine; | |
#if UNITY_EDITOR | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text.RegularExpressions; | |
using UnityEditor; | |
#endif |
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class Example : MonoBehaviour | |
{ | |
[SerializeReference] public List<IExampleInterface> List = new(); | |
} | |
#if UNITY_EDITOR |
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using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
/// <summary> | |
/// A component for adding annotations to GameObjects in a scene | |
/// </summary> | |
[AddComponentMenu("Annotation")] |
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using System; | |
using System.Collections.Generic; | |
using System.Diagnostics; | |
using System.IO; | |
using System.Linq; | |
using System.Text.RegularExpressions; | |
using System.Threading.Tasks; | |
using UnityEditor; | |
using UnityEngine; | |
using Debug = UnityEngine.Debug; |
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using System; | |
using System.Collections; | |
using UnityEngine; | |
public struct ScreenNeverSleepScope : IDisposable | |
{ | |
public ScreenNeverSleepScope(bool neverSleep) | |
{ | |
if (neverSleep) | |
Screen.sleepTimeout = SleepTimeout.NeverSleep; |
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using System; | |
using System.Collections; | |
using UnityEngine; | |
public interface ICoroutineRunner : IDisposable | |
{ | |
/// <summary> | |
/// The MonoBehaviour running the coroutine | |
/// </summary> | |
MonoBehaviour Runner { get; } |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Threading; | |
using UnityEngine; | |
/// <summary> | |
/// Example implementation of the dictionary class | |
/// Unfortunately, Unity doesn't support serializing generic classes | |
/// </summary> |
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using Object = UnityEngine.Object; | |
/// <summary> | |
/// A strongly typed pool of objects. When the pool is empty, new instances will be created when requested | |
/// </summary> | |
/// <typeparam name="T">The type of elements in the pool</typeparam> | |
public abstract class Pool<T> |
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/// NOTE | |
/// After creating this script, I discovered Addressables. Which does a similar thing, but has many more features! | |
/// Check them out here: https://forum.unity.com/threads/addressables-are-here.536304/ | |
//#define USE_BUNDLES | |
using System.Collections; | |
using UnityEngine; | |
#if UNITY_EDITOR && !USE_BUNDLES | |
using UnityEditor; | |
using System.IO; |
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