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using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
using Random = System.Random; | |
// This source code is used for the video. It obviously requires heavy alterations to be used in a real project. | |
public class ExampleGrid : MonoBehaviour | |
{ | |
[SerializeField] private Vector2Int _size; | |
[SerializeField] private Vector2 _gap; |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using Sirenix.OdinInspector; | |
using System.Linq; | |
using System; | |
using WizardsCode; | |
namespace WizardsCode.Optimization | |
{ |
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using System.Collections.Generic; | |
using UnityEngine; | |
/// <summary> | |
/// This script is under CCO License (TL;DR do what you will with it ;-) | |
/// See https://creativecommons.org/share-your-work/public-domain/cc0/ | |
/// | |
/// This works best when you have a fire or candle particle effect on the same location as the light | |
/// | |
/// Check out my You Tube channel https://youtube.com/c/WizardsCode |
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# | |
# Assumptions | |
# | |
# 1. If you have a Octopus release deployed, say 1.0.0.73, there is a git | |
# tag set for that commit in GitHub that is "v1.0.0.73". | |
# | |
# 2. You have TeamCity label each successful build in GitHub with the format | |
# "v{build number}. Sidenote: it appears that TeamCity only labels the | |
# default branch, but not feature branches. | |
# |