- 発表者:
- 日時:
- 2013.03.02
- 場所:
- iOS部 @下北沢オープンソースCafe
- テーマ:
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* | |
* Copyright (c) 2013 Calvin Rien | |
* | |
* Based on the JSON parser by Patrick van Bergen | |
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html | |
* | |
* Simplified it so that it doesn't throw exceptions | |
* and can be used in Unity iPhone with maximum code stripping. | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining |
Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative
float rand(float n){return fract(sin(n) * 43758.5453123);}
float noise(float p){
float fl = floor(p);
float fc = fract(p);
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Adds a menu item for easy creation of your ScriptableObject types | |
// Usage: Right click in project view -> Create -> ScriptableObject... -> Select your type | |
// It will land in the root of your assets folder with the same name as your class | |
// Freya Holmér - webmaster@acegikmo.com | |
using UnityEngine; | |
using UnityEditor; | |
using System.Reflection; | |
using System.Linq; | |
using System.IO; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEngine.UI; | |
public class NonTouchable : MonoBehaviour, ICanvasRaycastFilter | |
{ | |
public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera) | |
{ | |
return false; | |
} | |
} |