- Copy-paste to split book into separate chapter files (also see split.sh)
 - Add non-breaking space in range of numbers
 - Fix inline spans broken by a space after a word before the closing 
* - Remove image width and height inherited from images in docx
 - Wrap all images in an Electric Book figure blockquote
 - Simplify indentation in lists by reducing space after list marker to one space
 - [Remove non-kramdown markdown 
^around superscripts after numbers](#remove-non-kramdown-markdown--around-superscripts-a 
  
    
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  | using UnityEngine; | |
| /* ------------------------------------------------------------------------------- | |
| GravityFPSWalkerModified | |
| This component is added to a GameObject with a RigidBody. It allows the player | |
| to move the RigidBody using the vertical and horizontal inputs, and to jump | |
| using the jump button. | |
| The RigidBody is pushed towards its own custom Gravity vector. The body will | 
  
    
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  | // Put this in an editor folder | |
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEditor; | |
| using UnityEngine; | |
| using UnityEngine.Experimental.LowLevel; | |
| using UnityEngine.Profiling; | 
  
    
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  | using System.Collections.Generic; | |
| using System.Diagnostics; | |
| using UnityEditor; | |
| using UnityEditor.Build.Reporting; | |
| using UnityEngine; | |
| using Debug = UnityEngine.Debug; | |
| public static class NetworkingTools | |
| { | 
  
    
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  | By “world generation” we mean natural landscapes - not because we’re not interested in urban landscapes, but because we have a larger margin of error with the former. It’s not the “cities aren’t actually that interesting” effect - isn’t raw nature just as repeating? It’s the problem of simulating, in a way that isn’t trivial, all the possible ways humanity can both inhabit an environment, and shape it to its structures - determinism in both directions. | |
| A high-level view. We’ll use Dwarf Fortress, Minecraft, Sir, You are Being Hunted, and The Witcher 3 (that is, the REDengine 3) as our prototypical examples. Be familiar with the first two. (TW3 isn’t meaningfully procedural - but substantially procedural enough to work on, and high-detail.) | |
| We also refer to Morrowind as a source world we intend to model. | |
| We begin with concrete analyses, work out the design space, and then try to locate ourselves within it - although you can read it backwards if you want to see choices before justifications. | |
| A concrete exam | 
  
    
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  | // NOTE DONT put in an editor folder | |
| using UnityEngine; | |
| public class HighlightAttribute : PropertyAttribute | |
| { | |
| public HighlightColor Color; | |
| public string ValidateMethod; | |
| public object Value; | 
  
    
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  | using UnityEngine; | |
| public class Flicker : MonoBehaviour | |
| { | |
| public string LightStyle = "mmamammmmammamamaaamammma"; | |
| private Light light; | |
| public float loopTime = 2f; | |
| [SerializeField] | |
| private int currentIndex = 0; | 
  
    
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  | // Non Editor code | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public abstract class TrafficLightAttribute : PropertyAttribute | |
| { | |
| public bool DrawLabel = true; | |
| public string CustomLabel; | |
| public bool AlsoDrawDefault; | 
  
    
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  | using UnityEngine; | |
| using UnityEngine.AI; | |
| namespace AIEngineTest | |
| { | |
| public class Archetype : MonoBehaviour, | |
| IHiraBotArchetype<NavMeshAgent>, | |
| IHiraBotArchetype<Animator>, | |
| IHiraBotArchetype<ConsolidatedSensor>, | |
| IHiraBotArchetype<HiraLGOAPRealtimeBot>, |