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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using System.Reflection; | |
| #if UNITY_EDITOR | |
| using UnityEditor; | |
| using UnityEditor.SceneManagement; | |
| #endif | |
| ///<summary> |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| #if UNITY_EDITOR | |
| using UnityEditor; | |
| #endif | |
| [System.AttributeUsage(System.AttributeTargets.Field, Inherited = true, AllowMultiple = true)] | |
| public class PlayerPrefsInspector : PropertyAttribute | |
| { |
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| Shader "Sprites/KeepSat" | |
| { | |
| Properties | |
| { | |
| [PerRendererData] _MainTex ("Texture", 2D) = "white" {} | |
| _Color ("Tint", Color) = (1,1,1,1) | |
| _Exponente ("Exponente", Float) = 2.4 | |
| [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 | |
| [MaterialToggle] Premultiply("Premultiply Alfa y Color", Int) = 1 | |
| [HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1) |
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| // No esta funcionando como se espera al usar arrays (muestra array y oculta los children mas bien) | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| #if UNITY_EDITOR | |
| using UnityEditor; | |
| #endif | |
| public class OcultadorAttribute : PropertyAttribute |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| #if UNITY_EDITOR | |
| using UnityEditor; | |
| using an = UnityEditor.Animations; | |
| #endif | |
| // el "Tipo que Listar" indica si busca los parametros o todos los estados del AnimatorController | |
| // el "buscar en children" indica que se le permite buscar en sus hijos algun Animator (en vez de solo en si mismo) |
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| algo que vincule varias fields de un mismo tipo, cuando se modifica le avisa a les demas... | |
| tiene zarpado peligro de entrar en un loop recursivo! | |
| UnityEvent OnChange | |
| UnityEvent<T> Check | |
| T valor; | |
| Suscribir ( (Color set)=> spriteRenderer.color = set , ()=> return spriteRenderer.color ); | |
| T Valor { |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| #if UNITY_EDITOR | |
| using UnityEditor; | |
| #endif | |
| public class SceneAssetPathAsStringAttribute : PropertyAttribute | |
| { | |
| readonly bool incluirTodoElPath; |
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| using UnityEngine; | |
| using System.Collections; | |
| public class CamSort : MonoBehaviour { | |
| public TransparencySortMode sortMode = TransparencySortMode.Orthographic; | |
| void OnValidate() | |
| { | |
| GetComponent<Camera>().transparencySortMode = sortMode; | |
| } |
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| /* | |
| * Para esas veces que poner un objeto como hijo no alcanza o no sirve | |
| * | |
| * | |
| */ | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; |
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| /* | |
| * Agradecimientos a | |
| * Valentin Simonov https://twitter.com/valyard | |
| * Unity: make your lists functional with ReorderableList | |
| * http://va.lent.in/unity-make-your-lists-functional-with-reorderablelist/ | |
| * | |
| * | |
| */ | |
| using System.Collections; |
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