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| using System.Collections.Generic; | |
| using UnityEditor; | |
| using UnityEngine; | |
| #if UNITY_EDITOR | |
| /// <summary> | |
| /// https://gist.github.com/alexmelyon/8f79bd08c79202d1570f26faefe47bf3 | |
| /// </summary> | |
| [ExecuteInEditMode] |
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| using UnityEngine; | |
| using UnityEngine.Events; | |
| public class MouseFingerEvent | |
| { | |
| public Vector2 position; | |
| public int index; | |
| } | |
| public class MouseFinger : MonoBehaviour |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class CameraEditorMovement : MonoBehaviour | |
| { | |
| [Header("Mouse")] | |
| public float lookSpeedH = 2f; | |
| public float lookSpeedV = 2f; | |
| public float zoomSpeed = 2f; |
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| using UnityEngine; | |
| using UnityEditor; | |
| using UnityEngine.Timeline; | |
| using UnityEngine.Playables; | |
| using System.Collections.Generic; | |
| using UnityEditor.Timeline; | |
| using uOSC; | |
| using UnityEngine.Events; | |
| using EVMC4U; | |
| using VRM; |
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| // coroutines for C adapted from Simon Tatham's coroutines | |
| // https://www.chiark.greenend.org.uk/~sgtatham/coroutines.html | |
| // | |
| // this implementation utilizes __VA_ARGS__ and __COUNTER__ | |
| // to avoid a begin/end pair of macros. | |
| #include <stdlib.h> | |
| #include <stdio.h> | |
| #include <stdbool.h> | |
| // modify this if you don't like the `self->name` format |
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| library(geojsonsf) | |
| library(sf) | |
| library(rayrender) | |
| #Data source: https://github.com/telegeography/www.submarinecablemap.com | |
| cables = geojson_sf("cable-geo.json") | |
| cablescene = list() | |
| counter = 1 | |
| for(i in 1:length(cables$geometry)) { |
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| Shader "Test/SmoothZoomTexture" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| [KeywordEnum(Basic,Manual,Blend,Compare)]Mode("Mode", Int) = 0 | |
| _Blend("Blend", Range(0,1)) = 1 | |
| [Header(Mip Map)] | |
| _MipMapMin("MipMap Min", Int) = 4 |
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| // | |
| // Script originally from user @Zer0cool at: | |
| // | |
| // https://forum.unity.com/threads/terrain-leveling.926483/ | |
| // | |
| // Revamped by @kurtdekker as follows: | |
| // | |
| // - put this on the object (or object hierarchy) with colliders | |
| // - drag the terrain reference into it | |
| // - use the editor button to "Stamp" |
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| using UnityEngine; | |
| using UnityEngine.InputSystem; | |
| //!!>> This script should NOT be placed in an "Editor" folder. Ideally placed in a "Plugins" folder. | |
| namespace Invertex.UnityInputExtensions.Interactions | |
| { | |
| //https://gist.github.com/Invertex | |
| /// <summary> | |
| /// Custom Hold interaction for New Input System. | |
| /// With this, the .performed callback will be called everytime the Input System updates. |
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| // | |
| struct TerminalCell | |
| { | |
| // cell index into GlyphTexture, should be two 16-bit (x,y) values packed: "x | (y << 16)" | |
| uint GlyphIndex; | |
| // 0xAABBGGRR encoded colors, nonzero alpha for Foreground indicates to render colored-glyph | |
| // which means use RGB values from GlyphTexture directly as output, not as ClearType blending weights | |
| uint Foreground; |