Slight reorg and addition of the following components:

* Radial layout
* Tile Size Fitter
* UI Circle Primative
* Switch to RectTransform
* Input Field Enter Submit (alt to ReturnKeyTrigger)
pull/413/head
Simon (darkside) Jackson 2015-09-20 00:24:17 +01:00
parent cdde18f8d0
commit 64067d97b4
28 changed files with 526 additions and 80 deletions

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@ -866,7 +866,7 @@ namespace UnityEditor.UI
SetDefaultColorTransitionValues(slider);
}
[MenuItem("GameObject/UI/Extensions/UI Line Renderer", false)]
[MenuItem("GameObject/UI/Extensions/Primatives/UI Line Renderer", false)]
static public void AddUILineRenderer(MenuCommand menuCommand)
{
GameObject go = CreateUIElementRoot("UI LineRenderer", menuCommand, s_ImageGUIElementSize);
@ -874,13 +874,21 @@ namespace UnityEditor.UI
Selection.activeGameObject = go;
}
[MenuItem("GameObject/UI/Extensions/UI Line Texture Renderer", false)]
[MenuItem("GameObject/UI/Extensions/Primatives/UI Line Texture Renderer", false)]
static public void AddUILineTextureRenderer(MenuCommand menuCommand)
{
GameObject go = CreateUIElementRoot("UI LineTextureRenderer", menuCommand, s_ImageGUIElementSize);
go.AddComponent<UILineTextureRenderer>();
Selection.activeGameObject = go;
}
[MenuItem("GameObject/UI/Extensions/Primatives/UI Circle", false)]
static public void AddUICircle(MenuCommand menuCommand)
{
GameObject go = CreateUIElementRoot("UI Circle", menuCommand, s_ImageGUIElementSize);
go.AddComponent<UICircle>();
Selection.activeGameObject = go;
}
#endregion

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@ -1,11 +1,15 @@
/// Usage: Add this component to the input and add the
/// function to execute to the EnterSubmit event of this script
/// Credit Vicente Russo
/// Sourced from - https://bitbucket.org/ddreaper/unity-ui-extensions/issues/23/returnkeytriggersbutton
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
namespace UnityEngine.UI.Extensions
{
/// <summary>
/// Usage: Add this component to the input and add the function to execute to the EnterSubmit event of this script
/// </summary>
[RequireComponent(typeof(InputField))]
[AddComponentMenu("UI/Extensions/Input Field Submit")]
public class InputFieldEnterSubmit : MonoBehaviour
{
@ -28,3 +32,4 @@ public class InputFieldEnterSubmit : MonoBehaviour
}
}
}

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5
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@ -1,7 +1,8 @@
/// Credit Simie
/// Sourced from - http://forum.unity3d.com/threads/flowlayoutgroup.296709/
/// Example http://forum.unity3d.com/threads/flowlayoutgroup.296709/
/// Update by Martin Sharkbomb - http://forum.unity3d.com/threads/flowlayoutgroup.296709/#post-1977028
/// Last item alignment fix by Vicente Russo - https://bitbucket.org/ddreaper/unity-ui-extensions/issues/22/flow-layout-group-align
using System.Collections.Generic;
@ -13,80 +14,82 @@ namespace UnityEngine.UI.Extensions
[AddComponentMenu("Layout/Extensions/Flow Layout Group")]
public class FlowLayoutGroup : LayoutGroup
{
public float Spacing = 0f;
public float SpacingX = 0f;
public float SpacingY = 0f;
public bool ExpandHorizontalSpacing = false;
public bool ChildForceExpandWidth = false;
public bool ChildForceExpandHeight = false;
private float _layoutHeight;
public override void CalculateLayoutInputHorizontal()
{
base.CalculateLayoutInputHorizontal();
var minWidth = GetGreatestMinimumChildWidth() + padding.left + padding.right;
SetLayoutInputForAxis(minWidth, -1, -1, 0);
}
public override void SetLayoutHorizontal()
{
SetLayout(rectTransform.rect.width, 0, false);
}
public override void SetLayoutVertical()
{
SetLayout(rectTransform.rect.width, 1, false);
}
public override void CalculateLayoutInputVertical()
{
_layoutHeight = SetLayout(rectTransform.rect.width, 1, true);
}
protected bool IsCenterAlign
{
get
{
return childAlignment == TextAnchor.LowerCenter || childAlignment == TextAnchor.MiddleCenter ||
childAlignment == TextAnchor.UpperCenter;
childAlignment == TextAnchor.UpperCenter;
}
}
protected bool IsRightAlign
{
get
{
return childAlignment == TextAnchor.LowerRight || childAlignment == TextAnchor.MiddleRight ||
childAlignment == TextAnchor.UpperRight;
childAlignment == TextAnchor.UpperRight;
}
}
protected bool IsMiddleAlign
{
get
{
return childAlignment == TextAnchor.MiddleLeft || childAlignment == TextAnchor.MiddleRight ||
childAlignment == TextAnchor.MiddleCenter;
childAlignment == TextAnchor.MiddleCenter;
}
}
protected bool IsLowerAlign
{
get
{
return childAlignment == TextAnchor.LowerLeft || childAlignment == TextAnchor.LowerRight ||
childAlignment == TextAnchor.LowerCenter;
childAlignment == TextAnchor.LowerCenter;
}
}
/// <summary>
/// Holds the rects that will make up the current row being processed
/// </summary>
private readonly IList<RectTransform> _rowList = new List<RectTransform>();
/// <summary>
/// Main layout method
/// </summary>
@ -96,93 +99,95 @@ namespace UnityEngine.UI.Extensions
public float SetLayout(float width, int axis, bool layoutInput)
{
var groupHeight = rectTransform.rect.height;
// Width that is available after padding is subtracted
var workingWidth = rectTransform.rect.width - padding.left - padding.right;
// Accumulates the total height of the rows, including spacing and padding.
var yOffset = IsLowerAlign ? (float)padding.bottom : (float)padding.top;
var currentRowWidth = 0f;
var currentRowHeight = 0f;
for (var i = 0; i < rectChildren.Count; i++) {
// LowerAlign works from back to front
var index = IsLowerAlign ? rectChildren.Count - 1 - i : i;
var child = rectChildren[index];
var childWidth = LayoutUtility.GetPreferredSize(child, 0);
var childHeight = LayoutUtility.GetPreferredSize(child, 1);
// Max child width is layout group with - padding
// Max child width is layout group width - padding
childWidth = Mathf.Min(childWidth, workingWidth);
// If adding this element would exceed the bounds of the row,
// go to a new line after processing the current row
if (currentRowWidth + childWidth > workingWidth) {
currentRowWidth -= Spacing;
currentRowWidth -= SpacingX;
// Process current row elements positioning
if (!layoutInput) {
var h = CalculateRowVerticalOffset(groupHeight, yOffset, currentRowHeight);
LayoutRow(_rowList, currentRowWidth, currentRowHeight, workingWidth, padding.left, h, axis);
}
// Clear existing row
_rowList.Clear();
// Add the current row height to total height accumulator, and reset to 0 for the next row
yOffset += currentRowHeight;
yOffset += Spacing;
yOffset += SpacingY;
currentRowHeight = 0;
currentRowWidth = 0;
}
currentRowWidth += childWidth;
_rowList.Add(child);
// We need the largest element height to determine the starting position of the next line
if (childHeight > currentRowHeight) {
currentRowHeight = childHeight;
}
currentRowWidth += Spacing;
// Don't do this for the last one
if (i < rectChildren.Count - 1 )
currentRowWidth += SpacingX;
}
if (!layoutInput) {
var h = CalculateRowVerticalOffset(groupHeight, yOffset, currentRowHeight);
currentRowWidth -= Spacing;
currentRowWidth -= SpacingX;
// Layout the final row
LayoutRow(_rowList, currentRowWidth, currentRowHeight, workingWidth, padding.left, h, axis);
}
_rowList.Clear();
// Add the last rows height to the height accumulator
yOffset += currentRowHeight;
yOffset += IsLowerAlign ? padding.top : padding.bottom;
if (layoutInput) {
if(axis == 1)
SetLayoutInputForAxis(yOffset, yOffset, -1, axis);
}
return yOffset;
}
private float CalculateRowVerticalOffset(float groupHeight, float yOffset, float currentRowHeight)
{
float h;
if (IsLowerAlign) {
h = groupHeight - yOffset - currentRowHeight;
} else if (IsMiddleAlign) {
@ -192,36 +197,46 @@ namespace UnityEngine.UI.Extensions
}
return h;
}
protected void LayoutRow(IList<RectTransform> contents, float rowWidth, float rowHeight, float maxWidth, float xOffset, float yOffset, int axis)
{
var xPos = xOffset;
if (!ChildForceExpandWidth && IsCenterAlign)
xPos += (maxWidth - rowWidth) * 0.5f;
else if (!ChildForceExpandWidth && IsRightAlign)
xPos += (maxWidth - rowWidth);
var extraWidth = 0f;
var extraSpacing = 0f;
if (ChildForceExpandWidth) {
extraWidth = (maxWidth - rowWidth)/_rowList.Count;
}
else if (ExpandHorizontalSpacing) {
extraSpacing = (maxWidth - rowWidth)/(_rowList.Count - 1);
if (_rowList.Count > 1) {
if (IsCenterAlign)
xPos -= extraSpacing * 0.5f * (_rowList.Count - 1);
else if (IsRightAlign)
xPos -= extraSpacing * (_rowList.Count - 1);
}
}
for (var j = 0; j < _rowList.Count; j++) {
var index = IsLowerAlign ? _rowList.Count - 1 - j : j;
var rowChild = _rowList[index];
var rowChildWidth = LayoutUtility.GetPreferredSize(rowChild, 0) + extraWidth;
var rowChildHeight = LayoutUtility.GetPreferredSize(rowChild, 1);
if (ChildForceExpandHeight)
rowChildHeight = rowHeight;
rowChildWidth = Mathf.Min(rowChildWidth, maxWidth);
var yPos = yOffset;
if (IsMiddleAlign)
@ -229,25 +244,31 @@ namespace UnityEngine.UI.Extensions
else if (IsLowerAlign)
yPos += (rowHeight - rowChildHeight);
//
if (ExpandHorizontalSpacing && j > 0)
xPos += extraSpacing;
if (axis == 0)
SetChildAlongAxis(rowChild, 0, xPos, rowChildWidth);
else
SetChildAlongAxis(rowChild, 1, yPos, rowChildHeight);
xPos += rowChildWidth + Spacing;
// Don't do horizontal spacing for the last one
if (j < _rowList.Count - 1 )
xPos += rowChildWidth + SpacingX;
}
}
public float GetGreatestMinimumChildWidth()
{
var max = 0f;
for (var i = 0; i < rectChildren.Count; i++) {
var w = LayoutUtility.GetMinWidth(rectChildren[i]);
max = Mathf.Max(w, max);
}
return max;
}
}

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@ -8,7 +8,7 @@ using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(ScrollRect))]
[AddComponentMenu("UI/Extensions/Horizontal Scroll Snap")]
[AddComponentMenu("Layout/Extensions/Horizontal Scroll Snap")]
public class HorizontalScrollSnap : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
{
private Transform _screensContainer;

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@ -0,0 +1,81 @@
/// Credit ??
/// Sourced from - http://www.justapixel.co.uk/radial-layouts-nice-and-simple-in-unity3ds-ui-system/
/// Updated by ddreaper - removed dependency on a custom ScrollRect script. Now implements drag interfaces and standard Scroll Rect.
/*
Radial Layout Group by Just a Pixel (Danny Goodayle) - http://www.justapixel.co.uk
Copyright (c) 2015
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("Layout/Extensions/Radial Layout")]
public class RadialLayout : LayoutGroup {
public float fDistance;
[Range(0f,360f)]
public float MinAngle, MaxAngle, StartAngle;
protected override void OnEnable() { base.OnEnable(); CalculateRadial(); }
public override void SetLayoutHorizontal()
{
}
public override void SetLayoutVertical()
{
}
public override void CalculateLayoutInputVertical()
{
CalculateRadial();
}
public override void CalculateLayoutInputHorizontal()
{
CalculateRadial();
}
protected override void OnValidate()
{
base.OnValidate();
CalculateRadial();
}
void CalculateRadial()
{
m_Tracker.Clear();
if (transform.childCount == 0)
return;
float fOffsetAngle = ((MaxAngle - MinAngle)) / (transform.childCount -1);
float fAngle = StartAngle;
for (int i = 0; i < transform.childCount; i++)
{
RectTransform child = (RectTransform)transform.GetChild(i);
if (child != null)
{
//Adding the elements to the tracker stops the user from modifiying their positions via the editor.
m_Tracker.Add(this, child,
DrivenTransformProperties.Anchors |
DrivenTransformProperties.AnchoredPosition |
DrivenTransformProperties.Pivot);
Vector3 vPos = new Vector3(Mathf.Cos(fAngle * Mathf.Deg2Rad), Mathf.Sin(fAngle * Mathf.Deg2Rad), 0);
child.localPosition = vPos * fDistance;
//Force objects to be center aligned, this can be changed however I'd suggest you keep all of the objects with the same anchor points.
child.anchorMin = child.anchorMax = child.pivot = new Vector2(0.5f, 0.5f);
fAngle += fOffsetAngle;
}
}
}
}
}

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@ -0,0 +1,104 @@
/// Credit ??
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-3#post-2280109
using System.Collections;
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[ExecuteInEditMode]
[RequireComponent(typeof(RectTransform))]
[AddComponentMenu("Layout/Extensions/Tile Size Fitter")]
public class TileSizeFitter : UIBehaviour, ILayoutSelfController
{
[SerializeField] private Vector2 m_Border = Vector2.zero;
public Vector2 Border { get { return m_Border; } set { if (SetPropertyUtility.SetStruct(ref m_Border, value)) SetDirty(); } }
[SerializeField] private Vector2 m_TileSize = Vector2.zero;
public Vector2 TileSize { get { return m_TileSize; } set { if (SetPropertyUtility.SetStruct(ref m_TileSize, value)) SetDirty(); } }
[System.NonSerialized] private RectTransform m_Rect;
private RectTransform rectTransform { get { if (m_Rect == null) m_Rect = GetComponent<RectTransform>(); return m_Rect; } }
private DrivenRectTransformTracker m_Tracker;
#region Unity Lifetime calls
protected override void OnEnable()
{
base.OnEnable();
SetDirty();
}
protected override void OnDisable()
{
m_Tracker.Clear();
LayoutRebuilder.MarkLayoutForRebuild(rectTransform);
base.OnDisable();
}
#endregion
protected override void OnRectTransformDimensionsChange()
{
UpdateRect();
}
private void UpdateRect()
{
if (!IsActive())
return;
m_Tracker.Clear();
m_Tracker.Add(this, rectTransform,
DrivenTransformProperties.Anchors |
DrivenTransformProperties.AnchoredPosition);
rectTransform.anchorMin = Vector2.zero;
rectTransform.anchorMax = Vector2.one;
rectTransform.anchoredPosition = Vector2.zero;
m_Tracker.Add(this, rectTransform,
DrivenTransformProperties.SizeDeltaX |
DrivenTransformProperties.SizeDeltaY);
Vector2 sizeDelta = GetParentSize() - Border;
if (TileSize.x > 0.001f)
sizeDelta.x -= Mathf.Floor(sizeDelta.x / TileSize.x) * TileSize.x;
else
sizeDelta.x = 0;
if (TileSize.y > 0.001f)
sizeDelta.y -= Mathf.Floor(sizeDelta.y / TileSize.y) * TileSize.y;
else
sizeDelta.y = 0;
rectTransform.sizeDelta = -sizeDelta;
}
private Vector2 GetParentSize()
{
RectTransform parent = rectTransform.parent as RectTransform;
if (!parent)
return Vector2.zero;
return parent.rect.size;
}
public virtual void SetLayoutHorizontal() { }
public virtual void SetLayoutVertical() { }
protected void SetDirty()
{
if (!IsActive())
return;
UpdateRect();
}
#if UNITY_EDITOR
protected override void OnValidate()
{
m_TileSize.x = Mathf.Clamp(m_TileSize.x, 0.001f, 1000f);
m_TileSize.y = Mathf.Clamp(m_TileSize.y, 0.001f, 1000f);
SetDirty();
}
#endif
}
}

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@ -8,7 +8,7 @@ using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(ScrollRect))]
[AddComponentMenu("UI/Extensions/Vertical Scroll Snap")]
[AddComponentMenu("Layout/Extensions/Vertical Scroll Snap")]
public class VerticalScrollSnap : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
{
private Transform _screensContainer;

5
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@ -0,0 +1,121 @@
/// Credit ??
/// Sourced from - http://forum.unity3d.com/threads/draw-circles-or-primitives-on-the-new-ui-canvas.272488/#post-2293224
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/Primatives/UI Circle")]
public class UICircle : Graphic
{
[SerializeField]
Texture m_Texture;
[Range(0, 100)]
public int fillPercent = 100;
public bool fill = true;
public float thickness = 5;
[Range(0, 360)]
public int segments = 360;
public override Texture mainTexture
{
get
{
return m_Texture == null ? s_WhiteTexture : m_Texture;
}
}
/// <summary>
/// Texture to be used.
/// </summary>
public Texture texture
{
get
{
return m_Texture;
}
set
{
if (m_Texture == value)
return;
m_Texture = value;
SetVerticesDirty();
SetMaterialDirty();
}
}
protected void SetVbo(List<UIVertex> vbo, Vector2[] vertices, Vector2[] uvs)
{
for (int i = 0; i < vertices.Length; i++)
{
var vert = UIVertex.simpleVert;
vert.color = color;
vert.position = vertices[i];
vert.uv0 = uvs[i];
vbo.Add(vert);
}
}
protected override void OnFillVBO(List<UIVertex> vbo)
{
float outer = -rectTransform.pivot.x * rectTransform.rect.width;
float inner = -rectTransform.pivot.x * rectTransform.rect.width + this.thickness;
vbo.Clear();
Vector2 prevX = Vector2.zero;
Vector2 prevY = Vector2.zero;
Vector2 uv0 = new Vector2(0, 0);
Vector2 uv1 = new Vector2(0, 1);
Vector2 uv2 = new Vector2(1, 1);
Vector2 uv3 = new Vector2(1, 0);
Vector2 pos0;
Vector2 pos1;
Vector2 pos2;
Vector2 pos3;
float f = (this.fillPercent / 100f);
float degrees = 360f / segments;
int fa = (int)((segments + 1) * f);
for (int i = 0; i < fa; i++)
{
float rad = Mathf.Deg2Rad * (i * degrees);
float c = Mathf.Cos(rad);
float s = Mathf.Sin(rad);
uv0 = new Vector2(0, 1);
uv1 = new Vector2(1, 1);
uv2 = new Vector2(1, 0);
uv3 = new Vector2(0, 0);
pos0 = prevX;
pos1 = new Vector2(outer * c, outer * s);
if (fill)
{
pos2 = Vector2.zero;
pos3 = Vector2.zero;
}
else
{
pos2 = new Vector2(inner * c, inner * s);
pos3 = prevY;
}
prevX = pos1;
prevY = pos2;
SetVbo(vbo, new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 });
}
}
}
}

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@ -5,7 +5,7 @@ using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/UILineRenderer")]
[AddComponentMenu("UI/Extensions/Primatives/UILineRenderer")]
public class UILineRenderer : MaskableGraphic
{
[SerializeField]

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@ -6,7 +6,7 @@ using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/UILineTextureRenderer")]
[AddComponentMenu("UI/Extensions/Primatives/UILineTextureRenderer")]
public class UILineTextureRenderer : MaskableGraphic
{
[SerializeField]

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@ -0,0 +1,24 @@
/// Credit ??
/// Sourced from - http://forum.unity3d.com/threads/find-anchoredposition-of-a-recttransform-relative-to-another-recttransform.330560/#post-2300992
namespace UnityEngine.UI.Extensions
{
public static class RectTransformExtension
{
/// <summary>
/// Converts the anchoredPosition of the first RectTransform to the second RectTransform,
/// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition
/// </summary>
public static Vector2 switchToRectTransform(this RectTransform from, RectTransform to)
{
Vector2 localPoint;
Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * from.pivot.x + from.rect.xMin, from.rect.height * from.pivot.y + from.rect.yMin);
Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position);
screenP += fromPivotDerivedOffset;
RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint);
Vector2 pivotDerivedOffset = new Vector2(to.rect.width * to.pivot.x + to.rect.xMin, to.rect.height * to.pivot.y + to.rect.yMin);
return to.anchoredPosition + localPoint - pivotDerivedOffset;
}
}
}

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@ -0,0 +1,23 @@
{
"name": "Unity UI Extensions",
"version": "1.0.4",
"description": "An extension project for the Unity3D UI system, all crafted and contributed by the awesome Unity community",
"author": "Simon darkside Jackson <@SimonDarksideJ>",
"contributors": [{
"name": "Foo Bar",
"email": "foo.bar@example.com"
}],
"repository": {
"type": "hg",
"url": "https://ddreaper@bitbucket.org/ddreaper/unity-ui-extensions"
},
"bugs": {
"url": "https://bitbucket.org/ddreaper/unity-ui-extensions/issues"
},
"keywords": [
"nodejitsu",
"example",
"browsenpm"
],
"license": "MIT"
}

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