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TimerHandler = function (timerHandlerData, context, timerSound) { | |
this.timerSound = timerSound; | |
this.data = timerHandlerData; | |
//Reference to the guide sprite on the scene | |
if (timerHandlerData.timerAtlas == "") | |
this.timerHolderSprite = context.add.sprite(timerHandlerData.timerX,timerHandlerData.timerY,timerHandlerData.timerHolderSpriteName); | |
else | |
this.timerHolderSprite = context.add.sprite(timerHandlerData.timerX, timerHandlerData.timerY, timerHandlerData.timerAtlas, timerHandlerData.timerHolderSpriteName); | |
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using System; | |
using System.Collections.Generic; | |
/// <summary> | |
/// Originally found on GPWiki and uploaded to GitHub by Jorge Palacios so, | |
/// readers of the Unity 5.X AI Programming Cookbook could make use of it | |
/// </summary> | |
namespace GPWiki | |
{ | |
/// <summary> | |
/// A binary heap, useful for sorting data and priority queues. |
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create: function () { | |
var offsetX = 120; // offset from the screen border | |
var offsetY = 30; | |
var margin = 10; // margin between enemies | |
var rows = 4; | |
var cols = 6; | |
// loop for using the offset and margin variables | |
this.enemies = game.add.group(); | |
for (i = 0; i < rows; i++) { |
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using UnityEngine; | |
using System.Collections; | |
public class AiMscCrosshair : MonoBehaviour { | |
// Use this for initialization | |
void Start () { | |
} | |