npm install --save @types/meteor
url:https://www.npmjs.com/package/@types/meteor
npm install --save @types/node
/* eslint-disable */ | |
// const BASIS = require('./basis_transcoder'); | |
import BASIS from './basis_transcoder/build/basis_transcoder.js'; | |
/*global clay */ | |
/** | |
* @typedef MipLevelInfo | |
* @property {number} level - Mip level |
import { ChildProcess, spawn } from 'child_process'; | |
import * as puppeteer from 'puppeteer'; | |
const DEBUG = Boolean(process.env.DEBUG); | |
const CI = Boolean(process.env.CI); | |
const QUERY = Boolean(process.env.QUERY); | |
jest.setTimeout((QUERY ? 200 : 100) * 1000); | |
interface MemorySample { |
npm install --save @types/meteor
url:https://www.npmjs.com/package/@types/meteor
npm install --save @types/node
{ | |
"env": { | |
"browser": true, | |
"es6": true | |
}, | |
"extends": ["eslint:recommended", "plugin:react/recommended"], | |
"parserOptions": { | |
"ecmaFeatures": { | |
"experimentalObjectRestSpread": true, | |
"jsx": true |
# top-most EditorConfig file | |
root = true | |
# Unix-style newlines with a newline ending every file | |
[*] | |
end_of_line = lf | |
insert_final_newline = true | |
# Matches multiple files with brace expansion notation | |
# Set default charset |
using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEditorInternal; | |
public class EditorTools { | |
private static List<int> layerValues = new List<int>(); | |
private static long lastUpdateTick; | |
private static string[] layers; |
using UnityEngine; | |
using UnityEngine.Events; | |
using System.Collections; | |
/// <summary> | |
/// Attach on trigger and set validate rule. Invoke events if validation is successful. | |
/// </summary> | |
public class TriggerHanlder : MonoBehaviour { | |
public enum ValidateRule { | |
ANY, BOTH |
// Credit: baptisteLar from http://forum.unity3d.com/threads/little-script-apply-and-revert-several-prefab-at-once.295311/ | |
public class ApplySelectedPrefabs : EditorWindow | |
{ | |
public delegate void ApplyOrRevert(GameObject _goCurrentGo, Object _ObjPrefabParent, ReplacePrefabOptions _eReplaceOptions); | |
[MenuItem ("Tools/Apply all selected prefabs %#a")] | |
static void ApplyPrefabs() | |
{ | |
SearchPrefabConnections (ApplyToSelectedPrefabs); | |
} |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
/// <summary> | |
/// Ignore collision if collider math given layer mask or collider's tag is in given tags list. | |
/// NOTE: This is perminent ignoring in whole game runtime. | |
/// </summary> | |
public class CollisionIgnore : MonoBehaviour { | |
[SerializeField] private LayerMask ignoreMask; |
using UnityEngine; | |
using System.Collections; | |
/// <summary> | |
/// Try to learn IEnumerable and IEnumerator. | |
/// Find out what 'yiled' statement dose. Ref: https://msdn.microsoft.com/en-us/library/9k7k7cf0.aspx | |
/// </summary> | |
namespace Lab.IEnumerableTest { | |
public class Car | |
{ |