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using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
/// <summary> | |
/// editor script that renames imported .atlas files to .atlas.txt files | |
/// </summary> | |
public class AtlasFileRenamer : AssetPostprocessor | |
{ | |
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) |
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@echo off | |
:: find first filename with *csharp.sln | |
FOR %%F IN (*csharp.sln) DO ( | |
set filename=%%F | |
goto filenamefound | |
) | |
:: no csharp solution found, skip to opening unity | |
goto openunity |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public static class ListExtensions | |
{ | |
public static T PickRandom<T>(this IList<T> source) | |
{ | |
if (source.Count == 0) | |
return default(T); |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using CraftingLegends.Framework; | |
using CraftingLegends.Core; | |
using System; | |
using CraftingLegends.ExtendedFramework; | |
/// <summary> | |
/// short example class showing how you can adapt to user switching control scheme |
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using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using Random = UnityEngine.Random; | |
public class #SCRIPTNAME# : MonoBehaviour | |
{ | |
void Start() | |
{ |
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using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
// example PostProcessor for adjusting automatic Sprite Import settings | |
// save this in any "Editor" Folder | |
public class SpriteImportProcessor : AssetPostprocessor | |
{ | |
void OnPostprocessSprites(Texture2D texture, Sprite[] sprites) | |
{ |
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using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class ColorToCSharp : EditorWindow | |
{ | |
[SerializeField] | |
private bool _usedColorPickerOnce = false; |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEditor; | |
public static class PivotUtilities | |
{ | |
[MenuItem("GameObject/Pivot/Create Pivot", false, 0)] | |
static void CreatePivotObject() | |
{ |
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/* | |
Basic Sprite Shader for aligning pixel art to the same grid, based on the Unity Sprite Shader. | |
Create one Material where you assign the same Pixels Per Unit value you use on your imported Sprites, | |
then reuse this Material on all appropriate Sprite Renderers. | |
(You can use Shader.SetGlobalFloat to set that Pixels Per Unit value for all your shaders: | |
https://docs.unity3d.com/ScriptReference/Shader.SetGlobalFloat.html) | |
This is not for scaled or rotated artwork. If you need those features, look at low res render textures. | |
Use this however you want. |
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using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
using UnityEditorInternal; | |
#endif |
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