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/** | |
* K.jpg's OpenSimplex 2, smooth variant ("SuperSimplex") | |
* | |
* More language ports, as well as legacy 2014 OpenSimplex, can be found here: | |
* https://github.com/KdotJPG/OpenSimplex2 | |
*/ | |
public class OpenSimplex2S { | |
private static final long PRIME_X = 0x5205402B9270C86FL; |
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Sid Meier's 10 Rules of Game Design | |
1. Choose a topic you have a passion for. Game Design is about creativity. | |
2. Do research after the game is done. Tap into the player’s brain. | |
3. Define your axioms, refine your axioms. Prototype, prototype, prototype; sit in all the chairs. | |
4. Double it or cut it in half. You are more wrong than you think. |
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using UnityEngine; | |
/* | |
* Most functions taken from Tween.js - Licensed under the MIT license | |
* at https://github.com/sole/tween.js | |
* Quadratic.Bezier by @fonserbc - Licensed under WTFPL license | |
*/ | |
public delegate float EasingFunction(float k); | |
public class Easing |
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// Adds a menu item for easy creation of your ScriptableObject types | |
// Usage: Right click in project view -> Create -> ScriptableObject... -> Select your type | |
// It will land in the root of your assets folder with the same name as your class | |
// Freya Holmér - webmaster@acegikmo.com | |
using UnityEngine; | |
using UnityEditor; | |
using System.Reflection; | |
using System.Linq; | |
using System.IO; |
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/* SmoothSwitcher.cs | |
* Copyright Eddie Cameron 2015 | |
* ---------------------------- | |
* When you want some value to switch slowly between on and off without all that fuss about whether it's already changing or whatnot | |
* (eg: light dimmer switch, audio fade in/out, zoom) | |
* ----------------------------- | |
* Can be added to an object at runtime, with SmoothSwitcher.SetupSmoothSwitcher(...) | |
* Otherwise, make sure to set the SmoothSwitcher's onAmountSet event in the inspector, which will be called whenever the 'on amount' changes | |
* (when setting an event listener method, make sure to choose a 'dynamic' method in the selection menu, otherwise it'll just call whatever number is in the box) | |
* ----------------------------- |
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Shader "Custom/Flow Map" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
// Flow | |
_FlowMap ("Flow Map", 2D) = "white" {} | |
_FlowSpeed ("Flow Speed", float) = 0.05 |
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// Skybox shader that just draws flat texture in the background | |
Shader "Skybox/Background Texture" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" } |
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using UnityEngine; | |
using UnityEditor; | |
public class MoveComponentContext | |
{ | |
enum Destination | |
{ | |
Top, | |
Bottom |
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/* | |
* When developing the UI system we came across a bunch of things we were not happy | |
* with with regards to how certain events and calls could be sent in a loosely coupled | |
* way. We had this requirement because with a UI you tend to implement widgets that receive | |
* certain events, but you don't really want to have lots of glue code to manage them | |
* and keep track of them. The eventing interfaces we developed helped with this. One of | |
* the interesting things, is that they are not justfor the UI system! You can use this as | |
* a type-safe, fast, and simple alternative to SendMessage (never use SendMessage!). | |
* So how does it all work? |
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using UnityEngine; | |
public class GearRotator : MonoBehaviour | |
{ | |
[SerializeField] private float m_radiusThreshold = 4f; | |
private float m_startingAngle; | |
private bool m_isBeingRotated; | |
private void OnDrawGizmos() |