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EliCDavis / maximize.go
Created September 25, 2020 14:08
So it seems programs launched by your golang application are only put in the foreground if your golang application itself is in the foreground. So before launching your application, just put your golang application in the foreground first. Here's what I've done to make a program get launched in the foreground, even though the parent program is i…
package main
import (
"fmt"
"log"
"os"
"os/exec"
"syscall"
"time"
"unsafe"
@EliCDavis
EliCDavis / WebWindow.cs
Created January 20, 2020 13:23 — forked from drawcode/WebWindow.cs
Unity WebWindow (browser within unity editor window, helpful for tools that require a web view or more beyond basic controls).
using UnityEngine;
using UnityEditor;
using System;
using System.Reflection;
public class WebWindow : EditorWindow {
static Rect windowRect = new Rect(100,100,800,600);
static BindingFlags fullBinding = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static;
static StringComparison ignoreCase = StringComparison.CurrentCultureIgnoreCase;
@EliCDavis
EliCDavis / ReferenceFinder.cs
Last active July 1, 2019 18:37 — forked from ffyhlkain/ReferenceFinder.cs
A reference finder for assets in a #Unity3d project.
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
{
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);
}
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);
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)
Material mat = gameObject.GetComponent<MeshRenderer>().material;
mat.SetColor("_EmissionColor", Color.red * Mathf.LinearToGammaSpace(x) * y);
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];
}
@EliCDavis
EliCDavis / ex1.ts
Last active July 23, 2017 18:26
Examples For ng-conditionally-validate
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 {
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 {