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just makin'

Peter Martingell BigHandInSky

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just makin'
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@BigHandInSky
BigHandInSky / PersistenceData.cs
Last active November 25, 2021 15:22
Simple Persistence system that can started from any point
// maintenanceDay
// 2020123017:11
using System;
using System.Collections.Generic;
using _project.utilities;
using Rebar.Persistence;
using UnityEngine;
@BigHandInSky
BigHandInSky / StoryKnot.cs
Created February 7, 2021 12:07
An editor field to quickly pick Ink knots from inside a given sub-folder in Assets
using System;
namespace _project.utilities
{
/// <summary>
/// Struct that is used for an editor GUI to simplify picking an ink knot from the Assets folder
/// </summary>
[Serializable]
public struct StoryKnot
@BigHandInSky
BigHandInSky / TriggerKnotOnEnable.cs
Created January 20, 2021 19:40
Ink Knot dropdown editor code
// maintenanceDay
// 2021010720:46
using System.Collections;
using Sirenix.OdinInspector;
using Typewriter.Players;
using UnityEngine;
namespace _project.writing.Dev
@BigHandInSky
BigHandInSky / Engine.cs
Created January 16, 2021 11:11
Basic Car
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class Engine : MonoBehaviour
{
private Rigidbody _rigidbody;
private WheelRouter _router;
@BigHandInSky
BigHandInSky / ButtonFocusReactor.cs
Created January 13, 2021 21:35
An example of how to react to UGUI EventSystem select states to get a reactive button
using System;
using _project.utilities;
using DG.Tweening;
using Sirenix.OdinInspector;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using UnityEngine.UI.ProceduralImage;
@BigHandInSky
BigHandInSky / SetFocusByPointer.cs
Last active January 13, 2021 21:33
Simple UI Navigation Scripts: These 3 combine to form a pretty solid gamepad-supporting UI
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
namespace _project.ui
{
public class SetFocusByPointer : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{