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/* | |
The MIT License (MIT) | |
Copyright (c) 2016 Eli C. Davis | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is |
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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'] | |
}) |
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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 { |
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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 { |
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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]; | |
} |
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Material mat = gameObject.GetComponent<MeshRenderer>().material; | |
mat.SetColor("_EmissionColor", Color.red * Mathf.LinearToGammaSpace(x) * y); |
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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) |
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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); |
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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); | |
} |
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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 | |
{ |
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