This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// The MIT License (MIT) | |
// Copyright (c) 2019 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 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections.Generic; | |
[CreateAssetMenu(fileName = "new-controller-icon-mapping", menuName = "Controller Icon Mapping")] | |
public class ControllerIconMapDefinition : ScriptableObject | |
{ | |
[SerializeField] | |
private InputIconMapDefinition gamepadMap = null; | |
[SerializeField] |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEditor; | |
using UnityEditor.Animations; | |
public class BlendTreeEditorExtensions | |
{ | |
private static BlendTree copiedBlendTree; | |
[MenuItem("Assets/Copy Blend Tree")] | |
private static void CopyBlendTree() | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// The MIT License (MIT) | |
// Copyright (c) 2020 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 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Custom/CellShadedOutline" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
_OutlineColor ("Outline Color", Color) = (1,1,1,1) | |
_OutlineThickness ("Outline Thickness", float) = 0.1 | |
_MainTex ("Texture", 2D) = "white" {} | |
_LightRamp ("Light Ramp", 2D) = "white" {} | |
_VertexColorWeight ("Vertex Color Weight", float) = 1 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections.Generic; | |
// Provides an interface to register callbacks for Animation Events, given they are named 'OnAnimEvent' | |
// with a string parameter defining the actual event name. | |
[RequireComponent(typeof(Animator))] | |
public class AnimatorCallbacks : MonoBehaviour | |
{ | |
private Dictionary<string, System.Action> _callbacks = new Dictionary<string, System.Action>(); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// The MIT License (MIT) | |
// Copyright (c) 2021 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 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// The MIT License (MIT) | |
// Copyright (c) 2021 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 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
public class PlayerPrefsHash | |
{ | |
// Returns the string property name Unity would generate for a player prefs registry key value | |
// e.g., "PlayerGold" -> "PlayerGold_hXXXXXXXXXXXXXX" | |
public static string Hash(string name) | |
{ | |
uint hash = 5381; | |
foreach (char c in name) | |
hash = hash * 33 ^ c; | |
string key = name + "_h" + hash; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections.Generic; | |
public class DestroyComponentsAtY : LazyUpdater<Component> | |
{ | |
public float YLevel = -100; | |
private bool _allBelow; | |
public DestroyComponentsAtY(IReadOnlyList<Component> objects, int updateCount = 1) : base(objects, updateCount) |