A brief timeline in the early days before we decided on our Turbolinks + ERB + Bindings + JS Modules approach.
Unedited, raw and early it shows some of the process, a lot of the reasoning and some of our bias.
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Networking; | |
using UnityEngine.Networking.NetworkSystem; | |
using UnityEngine.SceneManagement; | |
using VRTK; | |
using System.Linq; | |
/// <summary> |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Networking; | |
using UnityEngine.Networking.NetworkSystem; | |
using UnityEngine.SceneManagement; | |
using VRTK; | |
using System.Linq; | |
/// <summary> |
A brief timeline in the early days before we decided on our Turbolinks + ERB + Bindings + JS Modules approach.
Unedited, raw and early it shows some of the process, a lot of the reasoning and some of our bias.
Function::debounce = (threshold, functionArgs...) -> | |
@_debounceTimeout = @_debounceTimeout ? null | |
do => | |
delayed = => | |
@.apply(@, functionArgs) | |
@_debounceTimeout = null; | |
if @_debounceTimeout | |
clearTimeout(@_debounceTimeout) |