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public partial class EnemyFacade : MonoBehaviour | |
{ | |
public class Factory : Factory<EnemyType, EnemyTunables, EnemyFacade> { } | |
} |
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var c = array1.concat(array2.filter(function(i) { | |
return array1.indexOf(i) == -1; | |
})); |
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// LoadingScreenManager | |
// -------------------------------- | |
// built by Martin Nerurkar (http://www.martin.nerurkar.de) | |
// for Nowhere Prophet (http://www.noprophet.com) | |
// | |
// Licensed under GNU General Public License v3.0 | |
// http://www.gnu.org/licenses/gpl-3.0.txt | |
using UnityEngine; | |
using UnityEngine.UI; |
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static public void drawString(string text, Vector3 worldPos, Color? colour = null) { | |
UnityEditor.Handles.BeginGUI(); | |
var restoreColor = GUI.color; | |
if (colour.HasValue) GUI.color = colour.Value; | |
var view = UnityEditor.SceneView.currentDrawingSceneView; | |
Vector3 screenPos = view.camera.WorldToScreenPoint(worldPos); | |
if (screenPos.y < 0 || screenPos.y > Screen.height || screenPos.x < 0 || screenPos.x > Screen.width || screenPos.z < 0) |
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Homebrew build logs for homebrew/versions/protobuf250 on macOS 10.12 | |
Build date: 2016-09-23 11:33:58 |
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Shader "Sprites/Clipped" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 | |
_ClipX ("Clip X", Range(0.0, 2000.0)) = 0 | |
_ClipY ("Clip Y", Range(0.0, 1000.0)) = 0 | |
_Width ("Width", Range(0.0, 2000.0)) = 2000 |
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Shader "Sprites/Gray" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 | |
} | |
SubShader |
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/* | |
CSVReader by Dock. (24/8/11) | |
http://starfruitgames.com | |
usage: | |
CSVReader.SplitCsvGrid(textString) | |
returns a 2D string array. | |
Drag onto a gameobject for a demo of CSV parsing. |
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void Update () { | |
//this.transform.RotateAround(this.transform.parent.position, this.transform.parent.up, 1); | |
MyRotateAround(this.transform.parent.position, this.transform.parent.up, 1); | |
} | |
void MyRotateAround(Vector3 pos, Vector3 up, float degree) | |
{ | |
Quaternion q = Quaternion.AngleAxis(degree, up); | |
this.transform.position = q * (this.transform.position-pos) + pos; |
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BEGIN TRANSACTION; | |
CREATE TEMPORARY TABLE t1_backup(a,b); | |
INSERT INTO t1_backup SELECT a,b FROM t1; | |
DROP TABLE t1; | |
CREATE TABLE t1(a,b); | |
INSERT INTO t1 SELECT a,b FROM t1_backup; | |
DROP TABLE t1_backup; | |
COMMIT; |
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