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@mnem
mnem / git_fetch_pull_all_subfolders.sh
Created December 6, 2011 14:35
Simple bash script for fetching and pulling all repos in the executed folder to the latest of the branch they are on
#!/bin/bash
################
# Uncomment if you want the script to always use the scripts
# directory as the folder to look through
#REPOSITORIES="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
REPOSITORIES=`pwd`
IFS=$'\n'
@mhawksey
mhawksey / gist:1442370
Last active February 25, 2024 12:01
Google Apps Script to read JSON and write to sheet
function getJSON(aUrl,sheetname) {
//var sheetname = "test";
//var aUrl = "http://pipes.yahoo.com/pipes/pipe.run?_id=286bbb1d8d30f65b54173b3b752fa4d9&_render=json";
var response = UrlFetchApp.fetch(aUrl); // get feed
var dataAll = JSON.parse(response.getContentText()); //
var data = dataAll.value.items;
for (i in data){
data[i].pubDate = new Date(data[i].pubDate);
data[i].start = data[i].pubDate;
}
// Includes functions for exporting active sheet or all sheets as JSON object (also Python object syntax compatible).
// Tweak the makePrettyJSON_ function to customize what kind of JSON to export.
var FORMAT_ONELINE = 'One-line';
var FORMAT_MULTILINE = 'Multi-line';
var FORMAT_PRETTY = 'Pretty';
var LANGUAGE_JS = 'JavaScript';
var LANGUAGE_PYTHON = 'Python';
@AngryAnt
AngryAnt / EditorWindowExample.cs
Created June 15, 2012 08:30
EditorWindowExample from the Unity Asia Bootcamp 12 talk "Streamlining your Unity editor". A simple node based editor.
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
public class EditorWindowExample : EditorWindow
{
List<Node> nodes = new List<Node> ();
@flarb
flarb / NaturalOrientation.cs
Created August 4, 2012 00:03
How to detect the "natural" orientation of an Android device in Unity3D. Also can use to detect tablet and phone.
using UnityEngine;
using System.Collections;
public class NaturalOrientation : MonoBehaviour {
public static int ORIENTATION_UNDEFINED = 0x00000000;
public static int ORIENTATION_PORTRAIT = 0x00000001;
public static int ORIENTATION_LANDSCAPE = 0x00000002;
public static int ROTATION_0 = 0x00000000;
@tsubaki
tsubaki / ScriptableObjectToAsset.cs
Last active May 25, 2024 15:22
ScriptableObjectをAssetsファイルとして出力する汎用スクリプト
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
/// <summary>
// ScriptableObjectをプレハブとして出力する汎用スクリプト
/// </summary>
// <remarks>
// 指定したScriptableObjectをプレハブに変換する。
@ftvs
ftvs / CameraShake.cs
Last active May 17, 2024 12:21
Simple camera shake effect for Unity3d, written in C#. Attach to your camera GameObject. To shake the camera, set shakeDuration to the number of seconds it should shake for. It will start shaking if it is enabled.
using UnityEngine;
using System.Collections;
public class CameraShake : MonoBehaviour
{
// Transform of the camera to shake. Grabs the gameObject's transform
// if null.
public Transform camTransform;
// How long the object should shake for.
@frarees
frarees / MinMaxSliderAttribute.cs
Last active April 4, 2024 12:13
MinMaxSlider for Unity
// https://frarees.github.io/default-gist-license
using System;
using UnityEngine;
[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
public class MinMaxSliderAttribute : PropertyAttribute
{
public float Min { get; set; }
public float Max { get; set; }
@KeyMaster-
KeyMaster- / spriteGlitch.shader
Last active May 20, 2024 14:58
A glitch effect shader for Sprites in Unity3D
//Copyright (c) 2014 Tilman Schmidt (@KeyMaster_)
//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
//furnished to do so, subject to the following conditions:
//The above copyright notice and this permission notice shall be included in
@Jellybit
Jellybit / CameraControl.cs
Last active September 4, 2023 04:23
Super Metroid style camera for Unity3D.
using UnityEngine;
using System.Collections;
// This is basically how the Super Metroid camera worked. Whichever direction you moved, the camera would
// move in the same direction a multiple of the player's speed. Once the center of the camera moved a
// certain distance from the player, the camera would lock on the player and move the same speed. Change
// movement direction, and the camera would once again move more quickly to catch up and place itself
// ahead of the player's movement.
// Super Metroid also had area limits and locked certain axes based on where you were. For instance, if