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# Simple Google Drive backup script with automatic authentication | |
# for Google Colaboratory (Python 3) | |
# Instructions: | |
# 1. Run this cell and authenticate via the link and text box. | |
# 2. Copy the JSON output below this cell into the `mycreds_file_contents` | |
# variable. Authentication will occur automatically from now on. | |
# 3. Create a new folder in Google Drive and copy the ID of this folder | |
# from the URL bar to the `folder_id` variable. | |
# 4. Specify the directory to be backed up in `dir_to_backup`. |
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# Detect operating system in Makefile. | |
# Author: He Tao | |
# Date: 2015-05-30 | |
OSFLAG := | |
ifeq ($(OS),Windows_NT) | |
OSFLAG += -D WIN32 | |
ifeq ($(PROCESSOR_ARCHITECTURE),AMD64) | |
OSFLAG += -D AMD64 | |
endif |
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// The MIT License (MIT) | |
// Copyright (c) 2017 David Evans @phosphoer | |
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: | |
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
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// The MIT License (MIT) | |
// Copyright (c) 2017 David Evans @phosphoer | |
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: | |
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
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using UnityEngine; | |
using System.Collections; | |
/// <summary> | |
/// Utility class for working with planes relative to a camera. | |
/// </summary> | |
public static class CameraPlane | |
{ | |
/// <summary> | |
/// Returns world space position at a given viewport coordinate for a given depth. |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Globalization; | |
using System.IO; | |
using System.Text; | |
using UnityEditor; | |
using UnityEngine; | |
/* |
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// The MIT License (MIT) | |
// Copyright (c) 2016 David Evans @phosphoer | |
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: | |
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR |
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using UnityEngine; | |
using System.Reflection; | |
/// <summary> | |
/// Automatically provides a version number to a project and displays | |
/// it for 20 seconds at the start of the game. | |
/// </summary> | |
/// <remarks> | |
/// Change the first two number to update the major and minor version number. |
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using UnityEngine; | |
using System.Collections; | |
// This is basically how the Super Metroid camera worked. Whichever direction you moved, the camera would | |
// move in the same direction a multiple of the player's speed. Once the center of the camera moved a | |
// certain distance from the player, the camera would lock on the player and move the same speed. Change | |
// movement direction, and the camera would once again move more quickly to catch up and place itself | |
// ahead of the player's movement. | |
// Super Metroid also had area limits and locked certain axes based on where you were. For instance, if |
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// #define USE_VEXE_FAST_REFLECTION // download it at https://github.com/vexe/Fast.Reflection increases reflection invoke performance significantly | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Linq.Expressions; | |
using System.Text; | |
using System.Reflection; | |
#if USE_VEXE_FAST_REFLECTION |