Skip to content

Instantly share code, notes, and snippets.

BlockGames

Set of serverless game components. Each components are independent to others and also can be integrated.

Components

@pjc0247
pjc0247 / Serializer.cs
Created February 27, 2019 15:47
photon.
using System.Text;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
using ExitGames.Client.Photon;
public static class Serializer
@pjc0247
pjc0247 / Interface.md
Created December 4, 2018 13:55
ㅁㄴㅇㄹㅁㄴㄹ
signupWithFacebook( accessToken: string ) {


   return {
       uid:  "fb.FACEBOOK_UID"
   }
}
@pjc0247
pjc0247 / aaa.md
Last active November 30, 2018 22:51

Remit

Runtime-Compile, Runtime-Binding

Things to do

(int n) => {
 var sum = 0;

ParkJunChul

Since my github account has so many repositories, I've made a selected list.
Here's my key projects, some of them doesn't have source code inside because I lost it.
You may ignore them or just guessing with some screenshots or dev docs.

Contact: pjc0247@naver.com

Unity (Non-Game)

class MainScript : MonoBehaviour {
public static MainScript instance;
void Awake() {
instance = this;
}
public void OnSelectChamp(Champ champ) {
// ignore if state is not a `picking`
if (state != "PICKING_CHAMPS") return;
@pjc0247
pjc0247 / ccc.md
Last active January 3, 2018 15:30

[CI] 새 PR이 올라오면 답글 달고, 빌드하기

C.EventSource<NewPullRequest>("pjc0247", "Rinity")
    .Task<WriteIssueComment>()
        .In<ConstantTemplate>(WriteIssueComment.IN_Message,
            "Thank you for your contribution. We'll review your PR and reply soon.")
    .Task<CakeBuild>("src")
    .Task<SetPullRequestStatus>();
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NewtonVR;
public class FollowingHUD : MonoBehaviour {
public enum FollowingType
{
/// <summary>바로바로 따라옴</summary>
@pjc0247
pjc0247 / ㄷㄷㄷㄷㄷㄷㄷㄷㄷ
Created March 31, 2017 07:33
ㄷㄷㄷㄷㄷㄷㄷㄷㄷㄷㄷ
ㄷㄷㄷㄷㄷㄷㄷㄷㄷㄷㄷㄷㄷㄷㄷㄷㄷㄷㄷㄷㄷㄷㄷ
#define LOG_WARNING(x, ...) UE_LOG(LogTemp, Warning, TEXT("%s - "##x), TEXT(__FUNCTION__), __VA_ARGS__)
#define LOG_ERROR(x, ...) UE_LOG(LogTemp, Error, TEXT("%s - "##x), TEXT(__FUNCTION__), __VA_ARGS__)