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jbubriski / Program.cs
Created March 24, 2017 20:06
Dijkstra's Algorithm Setup.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CallStackExample
{
class Program
{
@jbubriski
jbubriski / test.rb
Created March 7, 2017 20:43
Test Jekyll Plugin. Place in default _plugins directory. Then run `jekyll build` and you should see some output from the plugin.
module Jekyll
class TestGenerator < Generator
def generate(site)
print "Testing generator\n"
end
end
end
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SoAlgorithms
{
class BinarySearch
{
@jbubriski
jbubriski / BehaviourButtonsEditor
Created November 17, 2016 15:45
Add editor buttons to your MonoBehaviours methods
using UnityEditor;
using UnityEngine;
namespace BitStrap
{
/// <summary>
/// Custom editor for all MonoBehaviour scripts in order to draw buttons for all button attributes (<see cref="ButtonAttribute"/>).
/// </summary>
[CustomEditor( typeof( MonoBehaviour ), true, isFallback = true )]
[CanEditMultipleObjects]
@jbubriski
jbubriski / StopPlayingOnRecompile.cs
Created November 8, 2016 16:23 — forked from mrcarriere/StopPlayingOnRecompile.cs
Force Unity to stop playing if you have edited a source file. Helps avoid some editor crashes and false positives / error spam. To use, drop this script in an "Editor" folder in your project.
using UnityEditor;
[InitializeOnLoad]
public class StopPlayingOnRecompile
{
static StopPlayingOnRecompile()
{
EditorApplication.update += () =>
{
if (EditorApplication.isCompiling && EditorApplication.isPlaying)
@jbubriski
jbubriski / BuildSceneProcessor.cs
Created November 8, 2016 16:23 — forked from mrcarriere/BuildSceneProcessor.cs
Automatically add a scene to your Build Settings when you create or save the scene. Scenes that are ignored will not re-prompt for the current session.
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
// docs: https://docs.unity3d.com/ScriptReference/AssetModificationProcessor.OnWillSaveAssets.html
public class BuildSceneProcessor : UnityEditor.AssetModificationProcessor
{
private const string DIALOG_TITLE = "Add to Build Settings?";
private const string DIALOG_MSG = "Add to build settings for inclusion in future builds?";
@jbubriski
jbubriski / menus.js
Created January 14, 2016 16:52 — forked from phoboslab/menus.js
Z-Type Menu
ig.module(
'game.menus'
)
.requires(
'impact.font'
)
.defines(function(){
MenuItem = ig.Class.extend({
getText: function(){ return 'none' },
@jbubriski
jbubriski / example.js
Last active August 29, 2015 14:18 — forked from zachstronaut/example.js
impact js gamepad
// bind keyboard and gamepad buttons
ig.input.bind( ig.KEY.X, 'shoot1');
ig.input.bind( ig.GAMEPAD1.FACE_1, 'shoot1');
ig.input.bind( ig.GAMEPAD2.FACE_1, 'shoot2');
ig.input.bind( ig.GAMEPAD3.FACE_1, 'shoot3');
ig.input.bind( ig.GAMEPAD4.FACE_1, 'shoot4');
@jbubriski
jbubriski / outline.md
Last active August 29, 2015 14:17
The outline for "An Introduction To 2D Game Development With Unity"

An Introduction To 2D Game Development With Unity

Intro

  • Self
  • What we will make
    • Flappy Bird inspired game
  • What we wont cover
  • Art
@jbubriski
jbubriski / equal-height.js
Created March 10, 2015 19:24
Make columns equal height.
var $mainNavItem = jQuery('#mainNav .two-column-nav');
jQuery($mainNavItem).on('mouseover', function () {
var mousedOver = jQuery.data(this, "mousedOver");
if (!mousedOver) {
var $this = jQuery(this);
var height = 0;
$siblings = $this.find('li.level2');