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using System.Collections.Generic; | |
using UnityEngine; | |
public class FastNoiseRNG : FastNoiseLite | |
{ | |
#region Fields | |
private ulong _position; | |
#endregion |
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using UnityEngine; | |
public sealed class ReferenceDrawerAttribute : PropertyAttribute { } |
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using Pathfinding; | |
using Pathfinding.Serialization; | |
using Pathfinding.Util; | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
using UnityEngine.Tilemaps; | |
[Preserve] |
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using System; | |
using UnityEngine; | |
[Serializable] | |
public struct SmoothDampState | |
{ | |
#region Fields | |
public float Damping; |
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public static bool IsNull<T>(this T obj) where T : class | |
{ | |
if(obj is UnityEngine.Object unityObj) | |
{ | |
/* Invokes Unity's custom == check for nulls. | |
* This case technically only works because obj is | |
* a "fake null" on the C# side by this point. | |
* If its a true null it'd hit the else case instead, | |
* which fortunately still returns what we want. | |
*/ |
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using UnityEditor; | |
[InitializeOnLoad] | |
public static class EditorHelper | |
{ | |
#region Constructors | |
static EditorHelper() | |
{ | |
EditorApplication.wantsToQuit += OnEditorWantsToQuit; |
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private static void ExecuteTests() | |
{ | |
// Select all types in appdomain | |
var types = AppDomain.CurrentDomain.GetAssemblies().SelectMany(a => a.GetTypes()).ToArray(); | |
// Need to create an empty runner filter | |
var filterType = types.First(t => t.Name == "TestRunnerFilter"); | |
var filter = Activator.CreateInstance(filterType); | |
// Create a test launcher |
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using System.IO; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEditor.Callbacks; | |
using UnityEngine; | |
public static class SceneListExporter | |
{ | |
[DidReloadScripts] | |
[MenuItem("Assets/Generate Scene List")] |
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# Ignore everything | |
/* | |
/*/ | |
# Inverse ignore some stuff | |
!/Assets/ | |
!/ProjectSettings/ | |
!.gitignore | |
# OS Stuff |