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using System; | |
using UnityEngine; | |
namespace RamjetAnvil.GameObjectFactories | |
{ | |
public struct ObjectFactory { | |
private readonly bool _isObjectActive; | |
private readonly Func<GameObject> _instantiator; | |
public ObjectFactory(bool isObjectActive, Func<GameObject> instantiator) { |
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var cloneWithProps = React.addons.cloneWithProps; | |
var SmartSortable = React.createClass({ | |
getDefaultProps: function() { | |
return {component: "ul", childComponent: "li"}; | |
}, | |
render: function() { | |
var props = jQuery.extend({}, this.props); |
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public static Func<float, float> SingleAxisDeadzone(float deadzone) | |
{ | |
var scalingFactor = 1 - deadzone; | |
return axisState => | |
{ | |
if (Mathf.Abs(axisState) < deadzone) | |
{ | |
return 0f; | |
} |
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void Start () | |
{ | |
var onNext = UnityObservable.EveryUpdate<float>(observer => | |
{ | |
Debug.Log("on next call: " + Time.time); | |
observer.OnNext(Time.time); | |
}); | |
var select = UnityObservable.EveryUpdate<Unit>(observer => observer.OnNext(Unit.Default)) | |
.Select(_ => | |
{ |
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using UnityEngine; | |
public class Example : MonoBehaviour | |
{ | |
public static Example Singleton; | |
void OnEnable() | |
{ | |
if (Singleton == null) | |
Singleton = this; |
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public static class AnonymousMonoBehaviours | |
{ | |
private static readonly Action EmptyAction = () => { }; | |
/// <summary> | |
/// Creates an anonymous MonoBehaviour instance from a given update Action. | |
/// The instance can be destroyed by calling Dispose on the returned IDisposable. | |
/// </summary> | |
/// <param name="updateFn">Called whenever AnonymousMonobehaviour.Update() is called.</param> | |
/// <param name="startFn">Called whenever AnonymousMonobehaviour.Start() is called.</param> |
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public enum MoveType { LightPunch, MediumPunch, HeavyPunch, SuperPunch, Fireball } | |
public class InputSequence | |
{ | |
public IList<IList> sequence; | |
} | |
public class Move | |
{ | |
public MoveType type; |
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