View DualDisplay.cs
using UnityEngine;
using System.Collections;
/*
Runtime use:
To be available, AirPlay needs to be switched on for the device either via a native AirPlay UI component or
via the global AirPlay mirroring setting. Your options are:
A: Modify your Xcode project to layer a native AirPlay Cocoa control somewhere over your Unity content.
View CustomGUILayout.cs
using UnityEngine;
public class CustomGUILayout
{
public static bool MyFocusControl (Texture2D texture, params GUILayoutOption[] options)
{
int id = GUIUtility.GetControlID ();
Color color = GUI.color;
GUI.color = GUIUtility.hotControl == id ? Color.green : Color.red;
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 Build.sh
mcs -target:library -out:MyAssembly.dll -r:/Applications/Unity/Unity.app/Contents/Frameworks/UnityEngine.dll MyAssembly.cs
View TerriblyHackyLog.cs
using UnityEngine;
using System.Reflection;
public class TerriblyHackyLog : MonoBehaviour
{
void Start ()
{
Log ("Aaaaarrrrgh!");
}
View MoveComponentContext.cs
using UnityEngine;
using UnityEditor;
public class MoveComponentContext
{
enum Destination
{
Top,
Bottom
View EditorWindowExample.cs
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
public class EditorWindowExample : EditorWindow
{
List<Node> nodes = new List<Node> ();
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 Abstraction.cs
public BehaveResult TickShuffleAction (Tree sender)
{
return m_ShuffleTree.Tick ();
}
public void ResetShuffleAction (Tree sender)
{
m_ShuffleTree.Reset ();
}
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)))