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Carl Wolsey ciwolsey

  • Yorkshire, England
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rt.setup({
server = {
on_attach = function(_, bufnr)
-- Hover actions
vim.keymap.set("n", "<C-space>", rt.hover_actions.hover_actions, { buffer = bufnr })
-- Code action groups
vim.keymap.set("n", "<Leader>a", rt.code_action_group.code_action_group, { buffer = bufnr })
end,
},
})
-- Provides the Format, FormatWrite, FormatLock, and FormatWriteLock commands
require("formatter").setup {
-- Enable or disable logging
logging = true,
-- Set the log level
log_level = vim.log.levels.WARN,
-- All formatter configurations are opt-in
filetype = {
-- Formatter configurations for filetype "lua" go here
-- and will be executed in order
use bevy::prelude::*;
fn main() {
App::new()
.insert_resource(ClearColor(Color::rgb(0.0, 0.0, 0.0)))
.insert_resource(WindowDescriptor {
title: "Grid".into(),
width: 750.0,
height: 750.0,
..Default::default()
})
pub fn ship_movement(
time: Res<Time>,
player_input: Res<PlayerInputRes>,
mut query: Query<(&Ship, &mut Physics, &mut RigidBodyHandleComponent), With<Player>>,
mut rigid_body_set: ResMut<RigidBodySet>,
) {
for (ship, mut physics, rigid_body_handle) in query.iter_mut() {
if let Some(rigid_body) = rigid_body_set.get_mut(rigid_body_handle.handle()) {
let delta = time.delta_seconds();
struct is never constructed: `Entity`
enum is never used: `Shape`
open FSharp.Json
open System.IO
open System
open System.Collections.Generic
type Description = {
text: string
}
type Item = {
type Description = {
text: string
}
type RoomObject = {
Description: Description
}
type Room = {
Description: Description
RoomObjects: RoomObject list
open System
type Description = Description of String
type Room = {
Description: Description
Objects: Object list
}
type Object = {
Shader "Unlit Master"
{
Properties
{
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
interface INode{ }
[Serializable]
class RootNode : INode
{