View MiniJSON.cs
/* | |
* 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 |
View SavWav.cs
// Copyright (c) 2012 Calvin Rien | |
// http://the.darktable.com | |
// | |
// This software is provided 'as-is', without any express or implied warranty. In | |
// no event will the authors be held liable for any damages arising from the use | |
// of this software. | |
// | |
// Permission is granted to anyone to use this software for any purpose, | |
// including commercial applications, and to alter it and redistribute it freely, | |
// subject to the following restrictions: |
View app.yaml
application: you-app-name-here | |
version: 1 | |
runtime: python | |
api_version: 1 | |
default_expiration: "30d" | |
handlers: | |
- url: /(.*\.(appcache|manifest)) | |
mime_type: text/cache-manifest |
View IncrementBuildVersion.cs
/* ************************************************************************** | |
Copyright 2012 Calvin Rien | |
(http://the.darktable.com) | |
Licensed under the Apache License, Version 2.0 (the "License"); | |
you may not use this file except in compliance with the License. | |
You may obtain a copy of the License at | |
http://www.apache.org/licenses/LICENSE-2.0 |
View SelectWithLayer.cs
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
using DB = UnityEngine.Debug; | |
public class SelectWithLayer : ScriptableObject { | |
static void SelectLayer(int layerNum) { | |
var objs = Selection.GetFiltered(typeof(GameObject), SelectionMode.Deep); |
View PostBuildLog.cs
/* ************************************************************************** | |
Copyright 2012 Calvin Rien | |
(http://the.darktable.com) | |
Derived from a method in BuildManager, part of | |
VoxelBoy's Unite 2012 Advanced Editor Scripting Talk. | |
(http://bit.ly/EditorScripting) | |
Licensed under the Apache License, Version 2.0 (the "License"); | |
you may not use this file except in compliance with the License. |
View ProjectAssetPostprocessor.cs
// Drop this script in the Editor directory in your project (creating the Editor directory if it's not there yet) | |
// Then re-import the assets in the directories covered by this script (right click and reimport) | |
// | |
// I would replace my path checking with the path checking from this gist: | |
// https://gist.github.com/1842177 | |
// | |
// The texture settings for icons might want to use some of his settings combined with mine as well | |
using UnityEngine; |
View HierarchyWindowGroupHeader.cs
using System; | |
using System.IO; | |
using System.Runtime.CompilerServices; | |
using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.Events; | |
/// <summary> | |
/// Hierarchy Window Group Header | |
/// http://diegogiacomelli.com.br/unitytips-changing-the-style-of-the-hierarchy-window-group-header/ |
View zwoptex.json
{"frames": { | |
{% for sprite in spritesAndAliases %} | |
"{{ sprite.name }}": | |
{ | |
"frame": {"x":{{ sprite.textureRectX }},"y":{{ sprite.textureRectY }},"w":{{ sprite.textureRectWidth }},"h":{{ sprite.textureRectHeight }}}, | |
"rotated": {% if sprite.isRotated %}true{% else %}false{% /if %}, | |
"trimmed": {% if sprite.isTrimmed %}true{% else %}false{% /if %}, | |
"spriteSourceSize": {"x":0,"y":0,"w":{{ sprite.sourceSizeWidth }},"h":{{ sprite.sourceSizeHeight }}}, | |
"sourceSize": {"w":{{ sprite.sourceSizeWidth }},"h":{{ sprite.sourceSizeHeight }}}, | |
"spriteColorRect": {"x":{{ sprite.sourceColorRectX }},"y":{{ sprite.sourceColorRectY }},"w":{{ sprite.sourceColorRectWidth }},"h":{{ sprite.sourceColorRectHeight }}}, |
View DebugConsole.cs
#define DEBUG_CONSOLE | |
#define DEBUG_LEVEL_LOG | |
#define DEBUG_LEVEL_WARN | |
#define DEBUG_LEVEL_ERROR | |
#if (UNITY_EDITOR || DEVELOPMENT_BUILD) | |
#define DEBUG | |
#endif | |
#if (UNITY_IOS || UNITY_ANDROID) |
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