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using System; | |
using XInputDotNetPure; | |
public sealed class XInputWrapper | |
{ | |
private PlayerIndex _playerIndex; | |
private bool _playerIndexSet; | |
private GamePadState _state, _prevState; | |
private const int kPadCount = 4; |
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Shader "Custom/Sprite_Dithered" | |
{ | |
Properties | |
{ | |
[PerRendererData] | |
_MainTex("Texture", 2D) = "white" {} | |
_Color("Color", Color) = (1, 1, 1, 1) | |
} | |
SubShader |
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using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.LWRP; | |
public class CustomRenderPassFeature : ScriptableRendererFeature | |
{ | |
class CustomRenderPass : ScriptableRenderPass | |
{ | |
// This method is called before executing the render pass. | |
// It can be used to configure render targets and their clear state. Also to create temporary render target textures. |
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private void OnTriggerEnter() | |
{ | |
var allColliders = FindObjectsOfType<BoxCollider>(); | |
DoAThing(allColliders); | |
} |
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private BoxCollider[] _allColliders; | |
private void Start() | |
{ | |
_allColliders = FindObjectsOfType<BoxCollider>(); | |
} | |
private void OnTriggerEnter(Collider other) | |
{ |
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int count = _array.Length; | |
for (int i = 0; i < count; ++i) | |
{ | |
//DO SOME WORK HERE | |
} |
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private void Update() | |
{ | |
VeryExpensiveGarbageGeneratingFunction(transform.position); | |
} |
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private Vector3 _prevPos; | |
private void Update() | |
{ | |
if (transform.position != _prevPos) | |
{ | |
VeryExpensiveFunction(transform.Position); | |
_prevPos = transform.postion; | |
} | |
} |
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private readonly List<Enemies> _enemiesToCheck = new List<Enemies>(); | |
private void Update() | |
{ | |
_enemiesToCheck.Clear(); | |
EnemyLogic(_enemiesToCheck); | |
} |
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private WaitForSeconds _delay = new WaitForSeconds(5f); | |
private IEnumerator WaitCo() | |
{ | |
while (!animationFinished) | |
{ | |
yield return delay; | |
} | |
} |
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