View CoreCharacterInstance.cs
using UnityEngine;
public class CoreCharacterInstance : MonoBehaviour
{
[SerializeField] CoreCharacter m_CoreCharacter;
[SerializeField] Character m_Character;
void Reset ()
View keybase.md

Keybase proof

I hereby claim:

  • I am angryant on github.
  • I am angryant (https://keybase.io/angryant) on keybase.
  • I have a public key ASD8ySmPVOXxJ6-08vcEIoK2yFrxwh6eUfa6DgVY6EuKSwo

To claim this, I am signing this object:

View MoveComponentContext.cs
using UnityEngine;
using UnityEditor;
public class MoveComponentContext
{
enum Destination
{
Top,
Bottom
View BehaveExtensions.cs
using UnityEngine;
using Behave.Runtime;
using Library = BLYourLibraryName;
using Tree = Behave.Runtime.Tree;
public interface IActionClass
{
bool OnForward (Tree sender);
BehaveResult Init (Tree sender);
View Levels.cs
const int
kPreLevelScenes = 2, // Number of scenes before the first level (splash, menu, etc.)
kPostLevelScenes = 0; // Number of scenes after last level (score, credits, whatever)
const string kLevelScorePrefix = "Score for level ";
// ...
void OnLevelBeat ()
{
if (Application.loadedLevel < Application.levelCount - kPostLevelScenes - 1)
View CoroutineData.cs
//#define DEBUG_THREADING
using UnityEngine;
using System.Collections;
using System.Threading;
using System.Reflection;
public delegate IEnumerator MonitorCoroutine<T> (CoroutineData<T> data);
View DependencyInstall.cs
foreach (Assembly assembly in AppDomain.CurrentDomain.GetAssemblies ())
{
string location = Path.GetDirectoryName (assembly.CodeBase).Replace (Path.DirectorySeparatorChar, '/');
if (location.StartsWith ("file:"))
{
location = location.Substring ("file:".Length);
}
if (!location.BeginsWith (Application.dataPath.Substring (0, Application.dataPath.Length - "Assets".Length)))
View gist:7080116
public static Color A (this Color color, float alphaScale)
{
return new Color (color.r, color.g, color.b, color.a * alphaScale);
}
// Gizmos.color = Color.red.A (0.3f);
View ConstructorIsh.cs
class MyBehaviour : MonoBehaviour
{
public MyBehaviour Init (int some, float parameters)
{
//...
return this;
}
}
View MultiScene.cs
using UnityEngine;
using UnityEditor;
using System.IO;
public class MultiScene
{
[MenuItem ("File/Combine Scenes")]
static void Combine ()
{