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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.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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@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 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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