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using UnityEngine; | |
using UnityEngine.UI; | |
using System.Collections; | |
using System.Collections.Generic; | |
/// <summary> | |
/// Add this component to your Cinemachine Virtual Camera to have it shake when calling its ShakeCamera methods. | |
/// </summary> | |
public class CinemachineCameraShaker : MonoBehaviour | |
{ |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[System.Serializable] | |
public class Matrix2x2 { | |
public float m00, m01, m10, m11; |
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// Full shader example demonstrating how to use a quaterionion to rotate a vertex around a specific point. Note that this is just a plain | |
// vanilla unlit shader which includes the necessary functions (see section below) and example code in the vertex shader. | |
// | |
// Forked from https://gist.github.com/nkint/7449c893fb7d6b5fa83118b8474d7dcb | |
// Converted from GLSL to Cg. For help with that, see https://alastaira.wordpress.com/2015/08/07/unity-shadertoys-a-k-a-converting-glsl-shaders-to-cghlsl/ | |
// | |
// quaternion code from https://github.com/stackgl/gl-quat | |
// rotation from https://twistedpairdevelopment.wordpress.com/2013/02/11/rotating-a-vector-by-a-quaternion-in-glsl/ | |
Shader "Unlit/Quaternion" |
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using UnityEditor; | |
using UnityEngine; | |
using UnityObject = UnityEngine.Object; | |
namespace Ludiq | |
{ | |
public static class UndoUtility | |
{ | |
private static void RecordObject(UnityObject uo, string name) | |
{ |
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using UnityEngine; | |
using UnityEngine.Timeline; | |
public class PhysicsSimComponent : MonoBehaviour, ITimeControl | |
{ | |
private Vector3[] positions, velocitys, angularVelocitys; | |
private Quaternion[] rotations; | |
private Rigidbody[] rigidbodys; |
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LangPacks for Windows 10 build 10.0.14393.0 (rs1_release.160715-1616) | |
======================================================================================================================================= | |
x86 | |
======================================================================================================================================= | |
ar-SA http://download.windowsupdate.com/c/msdownload/update/software/updt/2016/07/lp_2d27aaac52b3449bddbf6081f934d5a0e04567f5.cab | |
bg-BG http://download.windowsupdate.com/c/msdownload/update/software/updt/2016/07/lp_859ef8cf0175dd8e54c68ed7939d8c5654521b6e.cab | |
cs-CZ http://download.windowsupdate.com/c/msdownload/update/software/updt/2016/07/lp_f3aeb974df186c213760b2fca77c12c55b4ef7f2.cab | |
da-DK http://download.windowsupdate.com/c/msdownload/update/software/updt/2016/07/lp_9334cac301decb6bc155eba301db796171167629.cab | |
de-DE http://download.windowsupdate.com/c/msdownload/update/software/updt/2016/07/lp_b142c3c021284f6c90eaff7fc59bdaabb6573d72. |
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using UnityEngine.UI; | |
[RequireComponent(typeof(RectTransform), typeof(LayoutElement))] | |
[ExecuteInEditMode] | |
public class LayoutElementFitParent : MonoBehaviour | |
{ | |
[SerializeField] private float aspectRatio = 1; | |
[SerializeField] private bool updateMin = false; | |
[SerializeField] private bool updatePreferred = false; |
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using UnityEngine; | |
using UnityEngine.UI; | |
// For a discussion of the code, see: https://www.hallgrimgames.com/blog/2018/11/25/custom-unity-ui-meshes | |
public class MyUiElement : MaskableGraphic | |
{ | |
public float GridCellSize = 40f; | |
[SerializeField] |
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using UnityEngine; | |
using UnityEditor; | |
[CustomPropertyDrawer(typeof(Matrix4x4))] | |
public class MatrixPropertyDrawer : PropertyDrawer | |
{ | |
const float CELL_HEIGHT = 16; | |
Rect position; | |
SerializedProperty property; |