This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using CryptoQuest.Battle.UI.Logs; | |
using UnityEngine; | |
using UnityEngine.Localization; | |
using UnityEngine.ResourceManagement.AsyncOperations; | |
namespace CryptoQuest.Battle.Presenter.Commands | |
{ | |
public class PresentLogCommand : IPresentCommand | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using CryptoQuest.System.Dialogue.Events; | |
using UnityEngine; | |
using Yarn.Unity; | |
namespace CryptoQuest.System.Dialogue.YarnManager | |
{ | |
public class DialogRunnerController : MonoBehaviour | |
{ | |
[SerializeField] private DialogueRunner _dialogueRunner; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
using UnityEngine.AddressableAssets; | |
using UnityEngine.ResourceManagement.AsyncOperations; | |
using Object = UnityEngine.Object; | |
namespace CryptoQuest.Core |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
{ | |
"version": 1, | |
"notes": "", | |
"documentation": "\"This file is a QMK Configurator export. You can import this at <https://config.qmk.fm>. It can also be used directly with QMK's source code.\n\nTo setup your QMK environment check out the tutorial: <https://docs.qmk.fm/#/newbs>\n\nYou can convert this file to a keymap.c using this command: `qmk json2c {keymap}`\n\nYou can compile this keymap using this command: `qmk compile {keymap}`\"\n", | |
"keyboard": "lily58/rev1", | |
"keymap": "default", | |
"layout": "LAYOUT", | |
"layers": [ | |
[ | |
"KC_ESC", |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Usage: set the projectName you want, then run: | |
// [Unity executable path] [custom arguments] -executeMethod CommandLineBuild.Build[AndRun][Platform][Development] [-version VERSION] | |
using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.Collections; | |
using System.Linq; | |
public class CommandLineBuild |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
{ | |
"version": 1, | |
"notes": "", | |
"documentation": "\"This file is a QMK Configurator export. You can import this at <https://config.qmk.fm>. It can also be used directly with QMK's source code.\n\nTo setup your QMK environment check out the tutorial: <https://docs.qmk.fm/#/newbs>\n\nYou can convert this file to a keymap.c using this command: `qmk json2c {keymap}`\n\nYou can compile this keymap using this command: `qmk compile {keymap}`\"\n", | |
"keyboard": "crkbd/rev1", | |
"keymap": "mint", | |
"layout": "LAYOUT_split_3x6_3", | |
"layers": [ | |
[ | |
"KC_TAB", |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine.Assertions; | |
using System; | |
public class SkinnedMeshUpdater : MonoBehaviour | |
{ | |
[SerializeField] | |
SkinnedMeshRenderer original; |