Added player character and step in/out of dialogue in scene 101
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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;
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using System.Collections;
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using System.Collections.Generic;
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namespace UnityEngine.ProBuilder.Poly2Tri {
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struct FixedBitArray3 : IEnumerable<bool> {
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public bool _0, _1, _2;
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public bool this[ int index ] { get {
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switch ( index ) {
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case 0: return _0;
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case 1: return _1;
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case 2: return _2;
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default: throw new IndexOutOfRangeException();
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}
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} set {
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switch ( index ) {
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case 0: _0 = value; break;
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case 1: _1 = value; break;
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case 2: _2 = value; break;
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default: throw new IndexOutOfRangeException();
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}
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}}
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public bool Contains( bool value ) {
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for ( int i = 0 ; i < 3 ; ++i ) if ( this[i]==value ) return true;
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return false;
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}
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public int IndexOf( bool value ) {
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for ( int i = 0 ; i < 3 ; ++i ) if ( this[i]==value ) return i;
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return -1;
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}
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public void Clear() {
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_0=_1=_2=false;
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}
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public void Clear( bool value ) {
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for ( int i = 0 ; i < 3 ; ++i ) if ( this[i]==value ) this[i] = false;
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}
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private IEnumerable<bool> Enumerate() {
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for ( int i=0 ; i<3 ; ++i ) yield return this[i];
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}
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public IEnumerator<bool> GetEnumerator() { return Enumerate().GetEnumerator(); }
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IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); }
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}
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}
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