Added player character and step in/out of dialogue in scene 101
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Vendored
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/* Poly2Tri
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* Copyright (c) 2009-2010, Poly2Tri Contributors
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* http://code.google.com/p/poly2tri/
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*
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification,
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* are permitted provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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* * Neither the name of Poly2Tri nor the names of its contributors may be
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* used to endorse or promote products derived from this software without specific
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* prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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namespace UnityEngine.ProBuilder.Poly2Tri {
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class PointSet : Triangulatable {
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public IList<TriangulationPoint> Points { get; private set; }
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public IList<DelaunayTriangle> Triangles { get; private set; }
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public PointSet(List<TriangulationPoint> points) {
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Points = new List<TriangulationPoint>(points);
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}
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public virtual TriangulationMode TriangulationMode { get { return TriangulationMode.Unconstrained; }}
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public void AddTriangle(DelaunayTriangle t) {
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Triangles.Add(t);
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}
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public void AddTriangles(IEnumerable<DelaunayTriangle> list) {
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foreach ( var tri in list ) Triangles.Add(tri);
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}
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public void ClearTriangles() {
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Triangles.Clear();
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}
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public virtual void Prepare(TriangulationContext tcx) {
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if (Triangles == null) {
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Triangles = new List<DelaunayTriangle>(Points.Count);
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} else {
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Triangles.Clear();
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}
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tcx.Points.AddRange(Points);
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}
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}
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}
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