Add VRChat and GitHub packages to Unity project
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//-----------------------------------------------------------------------
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// <copyright file="BoundsFormatter.cs" company="Sirenix IVS">
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// Copyright (c) 2018 Sirenix IVS
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// </copyright>
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//-----------------------------------------------------------------------
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using VRC.Udon.Serialization.OdinSerializer;
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[assembly: RegisterFormatter(typeof(BoundsFormatter))]
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namespace VRC.Udon.Serialization.OdinSerializer
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{
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using UnityEngine;
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/// <summary>
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/// Custom formatter for the <see cref="Bounds"/> type.
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/// </summary>
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/// <seealso cref="MinimalBaseFormatter{UnityEngine.Bounds}" />
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public class BoundsFormatter : MinimalBaseFormatter<Bounds>
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{
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private static readonly Serializer<Vector3> Vector3Serializer = Serializer.Get<Vector3>();
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/// <summary>
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/// Reads into the specified value using the specified reader.
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/// </summary>
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/// <param name="value">The value to read into.</param>
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/// <param name="reader">The reader to use.</param>
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protected override void Read(ref Bounds value, IDataReader reader)
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{
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value.center = Vector3Serializer.ReadValue(reader);
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value.size = Vector3Serializer.ReadValue(reader);
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}
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/// <summary>
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/// Writes from the specified value using the specified writer.
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/// </summary>
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/// <param name="value">The value to write from.</param>
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/// <param name="writer">The writer to use.</param>
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protected override void Write(ref Bounds value, IDataWriter writer)
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{
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Vector3Serializer.WriteValue(value.center, writer);
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Vector3Serializer.WriteValue(value.size, writer);
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}
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}
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}
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