This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using Unity.Jobs; | |
using System; | |
using Unity.Collections; | |
using TrueSync; | |
using TerriFighter; | |
//TS and FP values are from the TrueSync library. If anyone wants to test this functions with datatypes available in C# and Unity.. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Reflection; | |
public static class HashUtility { | |
private static Dictionary<Type, System.Reflection.FieldInfo[]> typeTovalueFieldInfoLookup; | |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
namespace UnityEngine | |
{ | |
public static class DebugWrapper | |
{ | |
public const string conditionalName = "UNITY_EDITOR"; | |
// | |
// Summary: | |
// /// |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using TrueSync; | |
using System; | |
using System.Collections.Generic; | |
namespace TF2018 | |
{ | |
public class ShockwavePrototype : MonoBehaviour | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
/// <summary> | |
/// Attach the script to a component with a spriterenderer. | |
/// Set the desired color for the damage state with SetDamageColor(Color color) | |
/// Call EnableDamageEffect(float duration) to activate the damage effect for a desired duration | |
/// Call DisableDamageEffect() to disable the effect immediately | |
/// </summary> |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
using System; | |
namespace TF2018.UI | |
{ | |
/// <summary> | |
/// Will copy the import data from a reference model to all animations in a specific folder | |
///- files have to be of type fbx |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Text; | |
public static class BruhCrypt { | |
public static string BruhEncrypt(string input) { | |
StringBuilder sb = new StringBuilder(); | |
char temp; | |
for (int i = 0; i < input.Length; i++) { |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
namespace FMPUtils | |
{ | |
/// <summary> | |
/// In order to apply the delta movement to an object, just check if the object is grounded on this obstacle, | |
/// and if it is, store a reference to this behaviour and call one of the following methods in the Update() for | |
/// applying the delta movement of this object: ApplyDeltaTranslationTo, ApplyDeltaRotationTo or | |
/// ApplyDeltaTranslationRotationTo. If the object is disabled, delta changes are 0 and positions / rotations | |
/// won't get updated. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
namespace FMPUtils.Randomness | |
{ | |
public class WeightedRandomPrefabSupply : MonoBehaviour | |
{ | |
[System.Serializable] | |
public class WeightedGameObjectElement : WeightedElement<GameObject> | |
{ | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
namespace FMPUtils.Randomness | |
{ | |
[System.Serializable] | |
public class PerlinNoiseMap | |
{ | |
[SerializeField] private Vector2Int originOffset; | |
[SerializeField] private Vector2Int mapSize; | |
[SerializeField] private float cellSampleSizeMultiplier; |
OlderNewer