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8
Runtime/Cloner/Models/DistributionSetting.meta
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8
Runtime/Cloner/Models/DistributionSetting.meta
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fileFormatVersion: 2
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guid: 9634875f0aceb38448a7d6d08aca0386
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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using System;
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using Unity.Mathematics;
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using UnityEngine;
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namespace Misaki.ArtTool
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{
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[Serializable]
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public class GridDistributionSetting
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{
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public int3 count = new(3, 3, 3);
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public float3 spacing = new(1.0f, 1.0f, 1.0f);
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public GridShape shape;
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[Range(0.0f, 1.0f)]
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public float fill = 1.0f;
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public int DistributionCount => count.x * count.y * count.z;
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}
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}
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fileFormatVersion: 2
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guid: 117719617fb15994790913adcb8392ad
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using System;
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using Unity.Mathematics;
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namespace Misaki.ArtTool
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{
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[Serializable]
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public class LinearDistributionSetting
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{
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public uint count = 10;
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public uint indexOffset = 0;
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public float3 positionSpacing = new(0.0f, 1.0f, 0.0f);
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public float3 rotationSpacing = float3.zero;
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public float3 scaleSpacing = new(1.0f, 1.0f, 1.0f);
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public float3 stepRotation = float3.zero;
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}
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}
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fileFormatVersion: 2
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guid: e489bd7add88acc4cb2bf8c30c851653
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@@ -0,0 +1,13 @@
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using System;
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using UnityEngine;
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namespace Misaki.ArtTool
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{
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[Serializable]
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public struct ObjectDistributionSetting
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{
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public MeshFilter meshFilter;
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public int count;
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public bool alignNormal;
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}
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}
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fileFormatVersion: 2
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guid: 818f2d0001f1e8f439e23e34ed6ae898
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using System;
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using UnityEngine;
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using UnityEngine.Splines;
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namespace Misaki.ArtTool
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{
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[Serializable]
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public class SplineDistributionSetting
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{
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public SplineContainer spline;
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public int indexOffset;
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public uint count = 10;
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public float spacing = 1.0f;
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public bool isSpacingMode;
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public int DistributionCount
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{
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get
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{
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if (isSpacingMode)
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{
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return Mathf.RoundToInt(spline.CalculateLength() / spacing) + 1;
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}
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else
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{
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return (int)count;
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}
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: 7b5cfd6221b6b9a45bba99cefb806ccc
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11
Runtime/Cloner/Models/EffectorData.cs
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11
Runtime/Cloner/Models/EffectorData.cs
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using System;
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namespace Misaki.ArtTool
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{
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[Serializable]
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public class EffectorData
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{
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public bool enable = true;
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public EffectorBase effector;
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}
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}
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2
Runtime/Cloner/Models/EffectorData.cs.meta
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2
Runtime/Cloner/Models/EffectorData.cs.meta
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fileFormatVersion: 2
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guid: 9e8152eaeb656654cbbe7859b44b12bf
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13
Runtime/Cloner/Models/FieldData.cs
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13
Runtime/Cloner/Models/FieldData.cs
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using System;
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namespace Misaki.ArtTool
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{
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[Serializable]
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public class FieldData
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{
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public bool enable = true;
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public FieldBase field;
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public BlendingMode blending;
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public float opacity = 1.0f;
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}
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}
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2
Runtime/Cloner/Models/FieldData.cs.meta
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2
Runtime/Cloner/Models/FieldData.cs.meta
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fileFormatVersion: 2
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guid: 73bd368d309049d42be068896e7c1a58
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41
Runtime/Cloner/Models/InputObjectData.cs
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41
Runtime/Cloner/Models/InputObjectData.cs
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using System;
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using UnityEngine;
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namespace Misaki.ArtTool
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{
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[Serializable]
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public class InputObjectData
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{
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public GameObject gameObject;
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public uint frequency = 1;
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private Mesh _mesh;
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public Mesh Mesh
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{
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get
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{
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if (_mesh == null)
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{
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_mesh = gameObject.GetComponentInChildren<MeshFilter>().sharedMesh;
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}
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return _mesh;
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}
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}
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private Material _material;
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public Material Material
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{
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get
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{
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if (_material == null)
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{
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_material = gameObject.GetComponentInChildren<MeshRenderer>().sharedMaterial;
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_material.enableInstancing = true;
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}
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return _material;
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}
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}
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}
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}
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2
Runtime/Cloner/Models/InputObjectData.cs.meta
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2
Runtime/Cloner/Models/InputObjectData.cs.meta
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fileFormatVersion: 2
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guid: 852b6e461bca6b64e9e2cb2735de1a19
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31
Runtime/Cloner/Models/ObjectIdInfo.cs
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31
Runtime/Cloner/Models/ObjectIdInfo.cs
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using System;
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using Unity.Collections;
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namespace Misaki.ArtTool
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{
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public struct ObjectIdInfo : IDisposable
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{
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public NativeArray<int> instanceIdArray;
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public NativeArray<int> transformIdArray;
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public bool IsCreated
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{
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get
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{
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return instanceIdArray.IsCreated && transformIdArray.IsCreated;
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}
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}
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public ObjectIdInfo(int size)
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{
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instanceIdArray = new(size, Allocator.Persistent);
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transformIdArray = new(size, Allocator.Persistent);
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}
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public void Dispose()
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{
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instanceIdArray.Dispose();
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transformIdArray.Dispose();
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}
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}
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}
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2
Runtime/Cloner/Models/ObjectIdInfo.cs.meta
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2
Runtime/Cloner/Models/ObjectIdInfo.cs.meta
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fileFormatVersion: 2
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guid: 198d97e9fb629864b910011c81d94375
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12
Runtime/Cloner/Models/PointData.cs
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12
Runtime/Cloner/Models/PointData.cs
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using System;
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using Unity.Mathematics;
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namespace Misaki.ArtTool
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{
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[Serializable]
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public struct PointData
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{
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public bool isValid;
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public float4x4 matrix;
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}
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}
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2
Runtime/Cloner/Models/PointData.cs.meta
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2
Runtime/Cloner/Models/PointData.cs.meta
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fileFormatVersion: 2
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guid: 94a436dd2ba363746abf1f24efd1d021
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18
Runtime/Cloner/Models/RemappingSetting.cs
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18
Runtime/Cloner/Models/RemappingSetting.cs
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using System;
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namespace Misaki.ArtTool
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{
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[Serializable]
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public class RemappingSetting
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{
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public bool enable = true;
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public float strength = 1.0f;
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public bool invert = false;
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public float innerOffset = 0.0f;
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public float min = 0.0f;
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public float max = 1.0f;
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}
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}
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2
Runtime/Cloner/Models/RemappingSetting.cs.meta
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2
Runtime/Cloner/Models/RemappingSetting.cs.meta
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fileFormatVersion: 2
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guid: 404cd8f4b1af1114aaa5dae86d4a9123
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