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using UnityEngine;
public class CubePlacer : MonoBehaviour
{
private Grid grid;
private void Awake()
{
grid = FindObjectOfType<Grid>();
}
using UnityEngine;
public class Grid : MonoBehaviour
{
[SerializeField]
private float size = 1f;
public Vector3 GetNearestPointOnGrid(Vector3 position)
{
position -= transform.position;
using System;
using UnityEngine;
public class PooledMonoBehaviour : MonoBehaviour
{
[SerializeField]
private int initialPoolSize = 100;
public int InitialPoolSize {get {return initialPoolSize; } }
using System;
using System.Collections.Generic;
using UnityEngine;
public class Pool : MonoBehaviour
{
private static Dictionary<PooledMonoBehaviour, Pool> pools = new Dictionary<PooledMonoBehaviour, Pool>();
private Queue<PooledMonoBehaviour> objects = new Queue<PooledMonoBehaviour>();
private List<PooledMonoBehaviour> disabledObjects = new List<PooledMonoBehaviour>();
using System;
using UnityEngine;
public class Launcher : MonoBehaviour
{
[SerializeField]
private Transform[] firePoints;
[SerializeField]
private Rigidbody projectilePrefab;
[SerializeField]
using System;
using System.Collections;
using TMPro;
using UnityEngine;
public class CheckpointText : MonoBehaviour
{
private TextMeshProUGUI tmText;
private Animator animator;
[System.Serializable]
public struct RangedFloat
{
public float minValue;
public float maxValue;
public RangedFloat(float minValue, float maxValue)
{
this.minValue = minValue;
this.maxValue = maxValue;
using UnityEditor;
using UnityEngine;
public class SnapToGround : MonoBehaviour
{
[MenuItem("Custom/Snap To Ground %g")]
public static void Ground()
{
foreach(var transform in Selection.transforms)
{
using System;
using UnityEngine;
public class PooledMonoBehaviour : MonoBehaviour
{
[SerializeField]
private int initialPoolSize = 100;
public int InitialPoolSize { get { return initialPoolSize; } }
using System.Collections.Generic;
using UnityEngine;
public class Pool : MonoBehaviour
{
private static Dictionary<PooledMonoBehaviour, Pool> pools = new Dictionary<PooledMonoBehaviour, Pool>();
private Queue<PooledMonoBehaviour> objects = new Queue<PooledMonoBehaviour>();
private List<PooledMonoBehaviour> disabledObjects = new List<PooledMonoBehaviour>();