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View check-for-src-pattern
#! /bin/bash
#
# simple script to check for a given string pattern in any
# .c, .h, .cpp, .cxx, .m, & .mm source files
#
# Dan Wilcox <danomatika@gmail.com> 2014
#
# super simple command parsing
if [ $# -lt 1 -o "$1" == "-h" -o "$1" == "--help" ] ; then
View gist:10869771
// by dave @ beesandbombs.tumblr.com >:)
void setup() {
setup_();
result = new int[width*height][3];
result_ = new int[width*height][3];
}
int[][] result, result_;
float time;
View gist:11256148
// Adjust dSYM generation
var xcodeProjectPath = Path.Combine(xcodeProjectDir, "Unity-iPhone.xcodeproj");
var pbxPath = Path.Combine(xcodeProjectPath, "project.pbxproj");
var sb = new System.Text.StringBuilder();
var xcodeProjectLines = File.ReadAllLines(pbxPath);
foreach (var line in xcodeProjectLines)
{
// Remove from OTHER_LDFLAGS
View CoroutineData.cs
//#define DEBUG_THREADING
using UnityEngine;
using System.Collections;
using System.Threading;
using System.Reflection;
public delegate IEnumerator MonitorCoroutine<T> (CoroutineData<T> data);
View CustomEvents.cs
using System;
using System.Collections.Generic;
using UnityEngine.Events;
// interface you implement in your MB to receive events
public interface ICustomHandler : IEventSystemHandler
{
void OnCustomCode(CustomEventData eventData);
}
View PointerInputModule.cs
using System.Collections.Generic;
using System.Text;
namespace UnityEngine.EventSystems
{
public abstract class PointerInputModule : BaseInputModule
{
public const int kMouseId = -1;
public const int kFakeTouchesId = -2;
@kamend
kamend / RaycastCollisionDetection.cs
Created Sep 27, 2015 — forked from NickDiMucci/RaycastCollisionDetection.cs
Raycast collision detection in Unity from a box collider, with diagonal raycasts from the corners to guard against corner collisions.
View RaycastCollisionDetection.cs
using com.mindshaft.overtime.collision;
using UnityEngine;
namespace com.mindshaft.overtime.physics {
public class RaycastCollisionDetection : IEntityCollisionDetection {
private BoxCollider _collider;
private Rect _collisionRect;
private LayerMask _collisionMask;
private LayerMask _playerMask;
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