(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
| using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections; | |
| // an Editor method to create a cone primitive (so far no end caps) | |
| // the top center is placed at (0/0/0) | |
| // the bottom center is placed at (0/0/length) | |
| // if either one of the radii is 0, the result will be a cone, otherwise a truncated cone | |
| // note you will get inevitable breaks in the smooth shading at cone tips | |
| // note the resulting mesh will be created as an asset in Assets/Editor |
| using UnityEngine; | |
| using System.Collections; | |
| [RequireComponent (typeof (MeshFilter))] | |
| public class Cone : MonoBehaviour { | |
| /// subdivision | |
| public int subdivisions = 10; | |
| /// height and radius | |
| public float radius = 1f; |
(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
| #include <iostream> | |
| #include <vector> | |
| #include <cmath> | |
| #include <cstring> | |
| #include <cstdlib> | |
| #include <cstdio> | |
| #include <cassert> | |
| using namespace std; |