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https://github.com/catppuccin/catppuccin
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feat: csharp sample and makefile for resources
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14
resources/Makefile
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14
resources/Makefile
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LOG_INFO=$(shell date +"%H:%M:%S") \e[0;34mINFO\e[0m
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LOG_ERROR=$(shell date +"%H:%M:%S") \e[1;31mERROR\e[0m
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LOG_WARNING=$(shell date +"%H:%M:%S") \e[0;33mWARNING\e[0m
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LOG_SUCCESS=$(shell date +"%H:%M:%S") \e[0;32mSUCCESS\e[0m
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ROOT_DIR=$(shell git rev-parse --show-toplevel)
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dest=/tmp/ctp_test
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export ROOT_DIR
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link:
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@echo -e "$(LOG_INFO) Linking Catppuccin's resources..."
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@for file in * ; do [[ $$file != "Makefile" ]] && [[ $$file != "README.md" ]] && { parsed="$${file/'.sh'/''}" ; echo -e "$(LOG_WARNING) Creating symlink for $${parsed}" ; ln -s $(ROOT_DIR)/resources/$$file $(dest)/$$parsed ; } done
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@echo -e "$(LOG_SUCCESS) Finished linking resources 🥳"
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11
resources/README.md
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resources/README.md
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# Resources
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There are small resource scripts usually used by port maintainers to perform several manual tasks automatically
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## Install
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You can create symlinks from these scripts to your local bin directory by running:
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```bash
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make link # dest=/usr/local/bin
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```
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183
samples/csharp.cs
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183
samples/csharp.cs
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using System.Collections.Generic;
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using UnityEngine;
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namespace PathCreation.Utility {
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public static class MathUtility {
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float4 frag (v2f i) : SV_Target {
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float2 uv = pointOnSphereToUV(i.pos);
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float2 countryData = text2D(countryData, UV).rg;
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float countryOutLine = countryData[0];
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int countryIndex = (int)countryData[1] - 1;
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float3 colour = countryOutline;
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if (countryIndex >= 0) {
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float lastVisited = CountryLastVisitTime[countryIndex];
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float timeSinceVisit = currentTime - lastVisitTime;
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}
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}
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// Transform point from local to world space
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public static Vector3 TransformPoint (Vector3 p, Transform t, PathSpace space) {
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// path only works correctly for uniform scales, so average out xyz global scale
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float scale = Vector3.Dot (t.lossyScale, Vector3.one) / 3;
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Vector3 constrainedPos = t.position;
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Quaternion constrainedRot = t.rotation;
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ConstrainPosRot (ref constrainedPos, ref constrainedRot, space);
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return constrainedRot * p * scale + constrainedPos;
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}
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// Transform point from world to local space
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public static Vector3 InverseTransformPoint (Vector3 p, Transform t, PathSpace space) {
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Vector3 constrainedPos = t.position;
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Quaternion constrainedRot = t.rotation;
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ConstrainPosRot (ref constrainedPos, ref constrainedRot, space);
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// path only works correctly for uniform scales, so average out xyz global scale
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float scale = Vector3.Dot (t.lossyScale, Vector3.one) / 3;
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var offset = p - constrainedPos;
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return Quaternion.Inverse (constrainedRot) * offset / scale;
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}
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// Transform vector from local to world space (affected by rotation and scale, but not position)
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public static Vector3 TransformVector (Vector3 p, Transform t, PathSpace space) {
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// path only works correctly for uniform scales, so average out xyz global scale
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float scale = Vector3.Dot (t.lossyScale, Vector3.one) / 3;
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Quaternion constrainedRot = t.rotation;
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ConstrainRot (ref constrainedRot, space);
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return constrainedRot * p * scale;
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}
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// Transform vector from world to local space (affected by rotation and scale, but not position)
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public static Vector3 InverseTransformVector (Vector3 p, Transform t, PathSpace space) {
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Quaternion constrainedRot = t.rotation;
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ConstrainRot (ref constrainedRot, space);
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// path only works correctly for uniform scales, so average out xyz global scale
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float scale = Vector3.Dot (t.lossyScale, Vector3.one) / 3;
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return Quaternion.Inverse (constrainedRot) * p / scale;
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}
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// Transform vector from local to world space (affected by rotation, but not position or scale)
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public static Vector3 TransformDirection (Vector3 p, Transform t, PathSpace space) {
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Quaternion constrainedRot = t.rotation;
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ConstrainRot (ref constrainedRot, space);
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return constrainedRot * p;
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}
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// Transform vector from world to local space (affected by rotation, but not position or scale)
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public static Vector3 InverseTransformDirection (Vector3 p, Transform t, PathSpace space) {
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Quaternion constrainedRot = t.rotation;
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ConstrainRot (ref constrainedRot, space);
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return Quaternion.Inverse (constrainedRot) * p;
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}
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public static bool LineSegmentsIntersect (Vector2 a1, Vector2 a2, Vector2 b1, Vector2 b2) {
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float d = (b2.x - b1.x) * (a1.y - a2.y) - (a1.x - a2.x) * (b2.y - b1.y);
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if (d == 0)
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return false;
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float t = ((b1.y - b2.y) * (a1.x - b1.x) + (b2.x - b1.x) * (a1.y - b1.y)) / d;
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float u = ((a1.y - a2.y) * (a1.x - b1.x) + (a2.x - a1.x) * (a1.y - b1.y)) / d;
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return t >= 0 && t <= 1 && u >= 0 && u <= 1;
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}
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public static bool LinesIntersect (Vector2 a1, Vector2 a2, Vector2 a3, Vector2 a4) {
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return (a1.x - a2.x) * (a3.y - a4.y) - (a1.y - a2.y) * (a3.x - a4.x) != 0;
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}
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public static Vector2 PointOfLineLineIntersection (Vector2 a1, Vector2 a2, Vector2 a3, Vector2 a4) {
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float d = (a1.x - a2.x) * (a3.y - a4.y) - (a1.y - a2.y) * (a3.x - a4.x);
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if (d == 0) {
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Debug.LogError ("Lines are parallel, please check that this is not the case before calling line intersection method");
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return Vector2.zero;
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} else {
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float n = (a1.x - a3.x) * (a3.y - a4.y) - (a1.y - a3.y) * (a3.x - a4.x);
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float t = n / d;
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return a1 + (a2 - a1) * t;
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}
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}
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public static Vector2 ClosestPointOnLineSegment (Vector2 p, Vector2 a, Vector2 b) {
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Vector2 aB = b - a;
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Vector2 aP = p - a;
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float sqrLenAB = aB.sqrMagnitude;
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if (sqrLenAB == 0)
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return a;
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float t = Mathf.Clamp01 (Vector2.Dot (aP, aB) / sqrLenAB);
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return a + aB * t;
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}
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public static Vector3 ClosestPointOnLineSegment (Vector3 p, Vector3 a, Vector3 b) {
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Vector3 aB = b - a;
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Vector3 aP = p - a;
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float sqrLenAB = aB.sqrMagnitude;
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if (sqrLenAB == 0)
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return a;
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float t = Mathf.Clamp01 (Vector3.Dot (aP, aB) / sqrLenAB);
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return a + aB * t;
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}
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public static int SideOfLine (Vector2 a, Vector2 b, Vector2 c) {
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return (int) Mathf.Sign ((c.x - a.x) * (-b.y + a.y) + (c.y - a.y) * (b.x - a.x));
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}
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/// returns the smallest angle between ABC. Never greater than 180
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public static float MinAngle (Vector3 a, Vector3 b, Vector3 c) {
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return Vector3.Angle ((a - b), (c - b));
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}
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public static bool PointInTriangle (Vector2 a, Vector2 b, Vector2 c, Vector2 p) {
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float area = 0.5f * (-b.y * c.x + a.y * (-b.x + c.x) + a.x * (b.y - c.y) + b.x * c.y);
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float s = 1 / (2 * area) * (a.y * c.x - a.x * c.y + (c.y - a.y) * p.x + (a.x - c.x) * p.y);
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float t = 1 / (2 * area) * (a.x * b.y - a.y * b.x + (a.y - b.y) * p.x + (b.x - a.x) * p.y);
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return s >= 0 && t >= 0 && (s + t) <= 1;
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}
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public static bool PointsAreClockwise (Vector2[] points) {
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float signedArea = 0;
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for (int i = 0; i < points.Length; i++) {
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int nextIndex = (i + 1) % points.Length;
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signedArea += (points[nextIndex].x - points[i].x) * (points[nextIndex].y + points[i].y);
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}
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return signedArea >= 0;
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}
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static void ConstrainPosRot (ref Vector3 pos, ref Quaternion rot, PathSpace space) {
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if (space == PathSpace.xy) {
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var eulerAngles = rot.eulerAngles;
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if (eulerAngles.x != 0 || eulerAngles.y != 0) {
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rot = Quaternion.AngleAxis (eulerAngles.z, Vector3.forward);
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}
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pos = new Vector3 (pos.x, pos.y, 0);
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} else if (space == PathSpace.xz) {
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var eulerAngles = rot.eulerAngles;
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if (eulerAngles.x != 0 || eulerAngles.z != 0) {
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rot = Quaternion.AngleAxis (eulerAngles.y, Vector3.up);
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}
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pos = new Vector3 (pos.x, 0, pos.z);
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}
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}
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static void ConstrainRot (ref Quaternion rot, PathSpace space) {
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if (space == PathSpace.xy) {
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var eulerAngles = rot.eulerAngles;
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if (eulerAngles.x != 0 || eulerAngles.y != 0) {
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rot = Quaternion.AngleAxis (eulerAngles.z, Vector3.forward);
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}
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} else if (space == PathSpace.xz) {
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var eulerAngles = rot.eulerAngles;
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if (eulerAngles.x != 0 || eulerAngles.z != 0) {
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rot = Quaternion.AngleAxis (eulerAngles.y, Vector3.up);
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}
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}
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}
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}
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}
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