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| // The MIT License (MIT) | |
| // Copyright (c) 2016 David Evans @phosphoer | |
| // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: | |
| // The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. | |
| // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR |
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| using UnityEngine; | |
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine.EventSystems; | |
| [System.Serializable] | |
| public class CableCurve { | |
| [SerializeField] | |
| Vector3 m_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 UnityEditorInternal; | |
| using System.Collections.Generic; | |
| using UnityEditor.AnimatedValues; | |
| [CustomEditor(typeof(UnityEngine.Object), true, isFallback = true)] | |
| [CanEditMultipleObjects] | |
| public class CustomEditorBase : Editor | |
| { |
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| public static Sprite GetSpriteWithWordReplaced(Sprite sprite, string word, string replaceBy) | |
| { | |
| string assetPath = AssetDatabase.GetAssetPath(sprite); | |
| string spriteName = sprite.name; | |
| string newName = spriteName.Replace(word, replaceBy); | |
| string newPath = assetPath.Replace(word, replaceBy); | |
| foreach (Object assetObject in AssetDatabase.LoadAllAssetsAtPath(newPath)) | |
| { | |
| Sprite newSprite = assetObject as Sprite; |
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| /// | |
| /// Simple pooling for Unity. | |
| /// Author: Martin "quill18" Glaude (quill18@quill18.com) | |
| /// Latest Version: https://gist.github.com/quill18/5a7cfffae68892621267 | |
| /// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/) | |
| /// UPDATES: | |
| /// 2015-04-16: Changed Pool to use a Stack generic. | |
| /// | |
| /// Usage: | |
| /// |
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| // Drop this script in the Editor directory in your project (creating the Editor directory if it's not there yet) | |
| // Then re-import the assets in the directories covered by this script (right click and reimport) | |
| // | |
| // I would replace my path checking with the path checking from this gist: | |
| // https://gist.github.com/1842177 | |
| // | |
| // The texture settings for icons might want to use some of his settings combined with mine as well | |
| using UnityEngine; |
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