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using UnityEngine; | |
using System.Collections; | |
public class WTLabel : FLabel { | |
protected Color[] quadColors_; | |
public WTLabel(string fontName, string text) : base(fontName, text) { | |
} | |
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using UnityEngine; | |
using System.Collections; | |
public class WTAbstractSceneContainer : FContainer { | |
public SceneType sceneType; | |
public SceneType nextSceneType; | |
public bool isActive = true; | |
public FContainer everythingContainer = new FContainer(); | |
public FSprite backgroundLayer; |
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override public void PopulateRenderLayer() | |
{ | |
if(_isOnStage && _firstFacetIndex != -1 && pathPointsToRender_ != null) // if this is false, the sprite hasn't been initiated correctly yet | |
{ | |
_isMeshDirty = false; | |
int vertexIndex0 = _firstFacetIndex * 4; | |
int quadVerticeCount = (pathPointsToRender_.Length - 1) * 4; | |
Vector3[] quadVertices = _renderLayer.vertices; |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System; | |
public class WTPulsator { | |
public List<WTPulsatorObject> objects = new List<WTPulsatorObject>(); | |
public float totalTime = 0; | |
public float bpm; | |
bool isPulsating = false; |
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using UnityEngine; | |
using System.Collections; | |
// This is just an example of how to use the polygon sprite | |
public class WTDrawingPolygonsScene : MonoBehaviour { | |
void Start () { | |
FutileParams fp = new FutileParams(true, true, false, false); | |
fp.AddResolutionLevel(480f, 1.0f, 1.0f, "-res1"); | |
fp.backgroundColor = Color.black; | |
fp.origin = Vector2.zero; |
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