Small help with immutable types...
// private readonly int _age;
// public int Age { get { return _age; } }
public int Age { get; }
/** | |
* PennerEasing | |
* Calculates a float value between two target values using | |
* Robert Penner's easing equations for interpolation over a specified duration. | |
* | |
* @author Darren David darren-code@lookorfeel.com | |
* @version 1.0 | |
* | |
* Credit/Thanks: | |
* Robert Penner - The easing equations we all know and love |
using System; | |
using System.Collections; | |
using UnityEngine; | |
using UnityEngine.Audio; | |
/// <summary> | |
/// This is a template to create a new Simple Audio Event. | |
/// It supports an array of audio clips, pitch and volume variance, | |
/// and a custom editor that shows a button to preview a random sound | |
/// from the array with the selected pitch and volume variance. |
// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
// However, if you want to author shaders in shading language you can use this teamplate as a base. | |
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
// This shader works with URP 7.1.x and above | |
Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
{ | |
Properties | |
{ | |
// Specular vs Metallic workflow | |
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |
using UnityEngine; | |
public static class Colors | |
{ | |
public static readonly Color AbsoluteZero = new Color32( 0, 72, 186, 255 ); | |
public static readonly Color Acajou = new Color32( 76, 47, 39, 255 ); | |
public static readonly Color AcidGreen = new Color32( 176, 191, 26, 255 ); | |
public static readonly Color Aero = new Color32( 124, 185, 232, 255 ); | |
public static readonly Color AeroBlue = new Color32( 201, 255, 229, 255 ); | |
public static readonly Color AfricanViolet = new Color32( 178, 132, 190, 255 ); |
using UnityEngine; | |
/* | |
A Unity3D class for snapping pixel art to multiples of a whole (design scale) pixel | |
Use in conjunction with an appropriately scaled Otho Camera | |
License: MIT | |
Written by Lee Grey (@mothteeth) | |
*/ |
/* | |
Basic Sprite Shader for aligning pixel art to the same grid, based on the Unity Sprite Shader. | |
Create one Material where you assign the same Pixels Per Unit value you use on your imported Sprites, | |
then reuse this Material on all appropriate Sprite Renderers. | |
(As far as I know there's no possiblity to get this value automatically.) | |
This is not for scaled or rotated artwork. If you need those features, look at low res render textures. | |
Use this however you want. |
using System.Collections.Generic; | |
using System.Diagnostics; | |
using Debug = UnityEngine.Debug; | |
/* | |
USAGE: | |
ProcessTimer.Start("unique_process_id"); | |
// do stuff | |
ProcessTimer.End("unique_process_id", "An optional additional message to display with results"); |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
[RequireComponent (typeof(SpriteRenderer))] | |
public class SpriteAnimator : MonoBehaviour | |
{ | |
public List<Sprite> frames = new List<Sprite> (); | |
public float fps = 15; |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
[RequireComponent (typeof(SpriteRenderer))] | |
public class SpriteAnimator : MonoBehaviour | |
{ | |
public List<Sprite> frames = new List<Sprite> (); | |
public float fps = 15; |