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| /scoreboard objectives add #lifeTime stat.timeSinceDeath Time Alive | |
| /scoreboard objectives add #deaths stat.deaths Deaths | |
| /scoreboard objectives add #mobKills stat.mobKills Mob Kills | |
| /scoreboard objectives add #mineIron stat.mineBlock.minecraft.iron_ore Iron Mined | |
| /scoreboard objectives add #mineDiamond stat.mineBlock.minecraft.diamond_ore Diamonds Mined | |
| /scoreboard objectives add #mineObsidian stat.mineBlock.minecraft.obsidian Obsidian Mined | |
| /scoreboard objectives add #mineCobble stat.mineBlock.minecraft.cobblestone Cobblestone Mined | |
| /scoreboard objectives add #killCreeper stat.killEntity.Creeper Creepers Killed |
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| using UnityEngine; | |
| using System.Runtime.InteropServices; | |
| class TestBox: MonoBehaviour { | |
| [DllImport ("CubedNative")] | |
| private static extern float FooPluginFunction (); | |
| [DllImport ("CubedNative")] | |
| private static extern void FooPluginVert(System.IntPtr ptr); |
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| struct Vec3 { | |
| int excess; | |
| float xyz[3]; | |
| }; | |
| Vec3 p{1, 0.2f, 1.0f, 2.0f}; |
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| using UnityEngine; | |
| using System.Collections; | |
| [ExecuteInEditMode] | |
| public class helperConstrainToPoly : MonoBehaviour { | |
| public PolygonCollider2D col; | |
| Vector2 oldpos, iconpos; | |
| void OnDrawGizmos(){ |
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| ( ͡⚆ل͜⚆)ノ⚲ | |
| ᗜԅ(⇀︿⇀)ᓄ-¤]═──── | |
| ✿∗˵╰༼✪ᗜ✪༽╯˵∗✿ | |
| (つ・◡・)つ | |
| ᕦ(눈_눈)ᕗ | |
| (⌐▀͡ ̯ʖ▀) | |
| ζ༼Ɵ͆ل͜Ɵ͆༽ᶘ | |
| ヽ( ⌐□益□)/ | |
| (▀̿̿Ĺ̯̿̿▀̿ ̿) | |
| ⋋|།'͡ᴼ╭͜ʖ╮͡ᴼ'།|⋌ |
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| Joanne Harris @Joannechocolat #TenTweetsOnWritingDialogue | |
| 1. Dialogue is one of the hardest things for a writer to address. And getting it right makes a huge difference | |
| 2. Use sections of dialogue to break up long passages of narrative. It gives a lighter feel straightaway. | |
| 3. Don't write pages of unbroken dialogue, though. (Unless you're writing a screenplay) | |
| 4. Your primary school teacher probably told you to vary words for "he/she said." DON'T | |
| 5. "He whispered", "she declared", or (God forbid) "he ejaculated" all draw attention from WHAT is being said. | |
| 6. For the same reason, limit your adverbs. Good dialogue should already suggest HOW the line is delivered. | |
| 7. Read dialogue aloud. Take out anything that slows it down (especially adverbs & repetitions of "s/he said") | |
| 8. You'll find that you can often dispense altogether with "s/he said", as long as you still know who's talking. | |
| 9. (a) You can replace "s/he said" by actions to make this clearer. |
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| WWWForm form = new WWWForm(); | |
| form.AddField("frameCount", Time.frameCount.ToString()); | |
| form.AddBinaryData("fileUpload", bytes, "screenShot.png", "image/png"); | |
| WWW w = new WWW(screenShotURL, form); | |
| yield return w; | |
| if (!string.IsNullOrEmpty(w.error)) | |
| print(w.error); | |
| else |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class GridSpawner : MonoBehaviour { | |
| public Vector3 Spacing; | |
| public GameObject ObjToSpawn; | |
| public string PropToSet; | |
| public List<string> Values; |
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| for o in bpy.data.objects: | |
| if o.name.find("Sphere_cell") == 0: | |
| o.rigid_body.restitution = 0.8 | |
| for i in range(32): | |
| o.keyframe_delete("rigid_body.enabled",frame=i) | |
| o.keyframe_delete("rigid_body.kinematic",frame=i) | |
| o.keyframe_insert("rigid_body.enabled",frame=25) | |
| o.keyframe_insert("rigid_body.kinematic",frame=25) | |
| o.keyframe_insert("rigid_body.enabled",frame=28) | |
| o.keyframe_insert("rigid_body.kinematic",frame=28) |
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| #include <vector> | |
| #include <stdlib.h> | |
| #include <iostream> | |
| #include <chrono> | |
| struct x { | |
| int a; | |
| float q,w,e; | |
| }; |
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