I hereby claim:
- I am streamweaver on github.
- I am streamweaver (https://keybase.io/streamweaver) on keybase.
- I have a public key ASB8n7p7BOxRHzadN0NlzvAZ_pKVFAUK5g-kdjaNdmeIxwo
To claim this, I am signing this object:
# Creating an object via the build method DOES NOT create an rdf_subject and treates | |
# child nodes as b-nodes no matter what I do. | |
bag = Bag.new | |
@mf = bag.fileManifest | |
@mf.title = "uva_uva_lib_1229365" | |
@mf.uri = "https://s3.amazonaws.com/aptrust_test_bags/uva_uva_lib_1229365" | |
@fi = @mf.files.build( | |
id: "https://s3.amazonaws.com/aptrust_test_bags/uva_uva_lib_1229365" # I've tried it as RDF::URI.new and RDF::Resource.new too. | |
format: "text/plain", | |
uri: "https://s3.amazonaws.com/aptrust_test_bags/uva_uva_lib_1229365/bagit.txt", |
// This is the working code. | |
// Aadvantage is simplicity and object is updated on intermediate states. | |
// Possible Disadvantage? I'm issuing updates to the game object transform every frame, | |
// but the only actual update I care about is the last one. | |
void Update () { | |
MoveShip (); | |
} | |
void MoveShip() { |
I hereby claim:
To claim this, I am signing this object:
using UnityEngine; | |
using System.Collections.Generic; | |
// Original adopted from Quill18's SimplePool Example. Storing here as an example. | |
// Example of using with a spawn manager in Gist | |
// https://gist.github.com/Streamweaver/1567f1c5c450d3ec2deb0efedce31ddf | |
// See below for a pooled particle system extension of this. | |
public static class ObjectPool | |
{ |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
// Example of implementing a Spawn Manager with ObjectPool.cs from | |
// https://gist.github.com/Streamweaver/b9164c538e277b9ecf85e71d84e59162 | |
public class SpawnManager : MonoBehaviour | |
{ | |
[System.Serializable] |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
// Simple camera shake. To call just attach to camera and from whever you want to | |
// call it, do something like 'StartCoroutine(_cameraShake.Shake(0.15f, 0.075f));' | |
public class CameraShake : MonoBehaviour | |
{ | |
public IEnumerator Shake(float duration, float magnitude) |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class Boundary : MonoBehaviour | |
{ | |
Camera cam; | |
public float width, height; | |
// Start is called before the first frame update |
using UnityEngine; | |
// Got this online and want to reuse for simple singletons. | |
namespace Streamweaver.Util | |
{ | |
// Class taken from The Secret Labs Unity Cookbook repo | |
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour | |
{ | |
public static T instance |
// Got this from Jason Weimann's videos. I like the pattern much better. | |
// from https://unity3d.college/2017/05/26/unity3d-design-patterns-state-basic-state-machine/ | |
public class Entity: Monobehavior | |
{ | |
private ActionState _currentState; | |
private void Update() { | |
_currentState.Tick(); | |
} |
using UnityEngine; | |
namespace Streamweaver.Util | |
{ | |
public static class StaticUtils | |
{ | |
public static Vector3 GetRandomDir2D() | |
{ | |
return new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), 0).normalized; | |
} |