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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UniversalAI; | |
namespace WizardsCode.UniversalAIExtension | |
{ | |
public class SquadBehaviours : MonoBehaviour | |
{ |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using Sirenix.OdinInspector; | |
using System.Linq; | |
using System; | |
using WizardsCode; | |
namespace WizardsCode.Optimization | |
{ |
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using System.Collections.Generic; | |
using UnityEngine; | |
/// <summary> | |
/// This script is under CCO License (TL;DR do what you will with it ;-) | |
/// See https://creativecommons.org/share-your-work/public-domain/cc0/ | |
/// | |
/// This works best when you have a fire or candle particle effect on the same location as the light | |
/// | |
/// Check out my You Tube channel https://youtube.com/c/WizardsCode |
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/* | |
Extension to CiDy that will allow you to create a NavMesh to guide pedestrians around the city. | |
Any NavMesh driven character can be used. I provide some basic open source pedestrian code | |
(see https://www.patreon.com/posts/64257587 and https://youtu.be/nzzS40XHWA8) but it's not | |
required. If you don't use my Character controller code you will need to make a couple of | |
small changes to the scripts (see comments) and build your own Custom Editor base on my code | |
below. | |
Add CiDyPedestrians to a convenient object in your scene, setup a couple of parameters and | |
click the "Build NavMesh" button. |
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Shader "Custom/UIBlur" | |
{ | |
Properties | |
{ | |
[Toggle(IS_BLUR_ALPHA_MASKED)] _IsAlphaMasked("Image Alpha Masks Blur", Float) = 1 | |
[Toggle(IS_SPRITE_VISIBLE)] _IsSpriteVisible("Show Image", Float) = 1 | |
// Internally enforced by MAX_RADIUS | |
_Radius("Blur Radius", Range(0, 64)) = 1 |