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@EliCDavis
EliCDavis / ReferenceFinder.cs
Last active Jul 1, 2019 — forked from ffyhlkain/ReferenceFinder.cs
A reference finder for assets in a #Unity3d project.
View ReferenceFinder.cs
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using UnityEditor;
using UnityEngine;
using Debug = UnityEngine.Debug;
using Object = UnityEngine.Object;
namespace XYFoundationEditor.Editor.ReferenceFinder
{
View Unity Custom String.cs
public static bool CustomEndsWith(string a, string b) {
int ap = a.Length - 1;
int bp = b.Length - 1;
while (ap >= 0 && bp >= 0 && a [ap] == b [bp]) {
ap--;
bp--;
}
return (bp < 0 && a.Length >= b.Length) || (ap < 0 && b.Length >= a.Length);
}
View Explosion Example.cs
float desiredMagnitudeToEndForceAnimation = .1f;
IEnumerator AnimateForce(float force, Vector3 forcePosition, float radius)
{
var rb = GetComponent<Rigidbody>();
rb.constraints = RigidbodyConstraints.None;
rb.AddExplosionForce(force, forcePosition, radius);
do
{
yield return new WaitForSeconds(.1f);
View closeportal.cs
private void Close()
{
ParticleSystem particleSystem = GetComponent<ParticleSystem>();
particleSystem.Stop();
Destroy(gameObject, particleSystem.main.startLifetime.constantMax);
StartCoroutine(FadeTime(particleSystem.main.startLifetime.constantMax));
}
private System.Collections.IEnumerator FadeTime(float timeToFadeIt)
View example.cs
Material mat = gameObject.GetComponent<MeshRenderer>().material;
mat.SetColor("_EmissionColor", Color.red * Mathf.LinearToGammaSpace(x) * y);
View Adult Swim Test.js
var fs = require('fs');
var path = <SED ME DADDY>;
fs.readdir(path, function(err, items) {
var contents = "";
for (var i=0; i<items.length; i++) {
contents += ","+items[i];
}
View ex3.ts
import { FormBuilder, FormGroup, Validators } from '@angular/forms';
import { Component, OnInit } from '@angular/core';
import { ConditionallyValidateService } from 'ng-conditionally-validate';
@Component({
selector: 'app-example-three',
templateUrl: './example-three.component.html',
styleUrls: ['./example-three.component.css']
})
export class ExampleThreeComponent {
View ex2.ts
import { Observable } from 'rxjs/Rx';
import { Component } from '@angular/core';
import { FormBuilder, FormGroup, Validators } from '@angular/forms';
import { ConditionallyValidateService } from 'ng-conditionally-validate';
@Component({
selector: 'app-example-two',
templateUrl: './example-two.component.html',
styleUrls: ['./example-two.component.css']
})
@EliCDavis
EliCDavis / ex1.ts
Last active Jul 23, 2017
Examples For ng-conditionally-validate
View ex1.ts
import { Component } from '@angular/core';
import { FormBuilder, FormGroup, Validators } from '@angular/forms';
import { ConditionallyValidateService } from 'ng-conditionally-validate';
@Component({
selector: 'app-example-one',
templateUrl: './example-one.component.html',
styleUrls: ['./example-one.component.css']
})
export class ExampleOneComponent {
@EliCDavis
EliCDavis / WebGLBitwiseFunctions.shader
Created May 24, 2016
In absence of bitwise operators in WebGL 1.0, I used these methods as substitute.
View WebGLBitwiseFunctions.shader
// CAUTION / / / CAUTION / / / CAUTION / / / CAUTION / / / CAUTION / / / CAUTION / / / CAUTION / / /
// Notice the for loops have a hardcoded values for how far they can go (32)
// This is a result of WEBGL not allowing while loops. Change the value to what you find appropriate!
// CAUTION / / / CAUTION / / / CAUTION / / / CAUTION / / / CAUTION / / / CAUTION / / / CAUTION / / /
//
// Hopefully this gives you the format for making your own operators such as XOR, NAND, etc.
//
// Adapted from this thread:
// https://scratch.mit.edu/discuss/topic/97026/
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