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 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; | |
| // 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; | |
| 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; | |
| 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 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; | |
| } |