View MonoBehaviourSingleton.cs
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using System; | |
using UnityEngine; | |
/// <summary> | |
/// This is a generic Singleton implementation for Monobehaviours. | |
/// Create a derived class where the type T is the script you want to "Singletonize" | |
/// Upon loading it will call DontDestroyOnLoad on the gameobject where this script is contained | |
/// so it persists upon scene changes. | |
/// </summary> | |
/// <remarks> |
View dotnet-format-action.yml
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name: Format check on pull request | |
on: pull_request | |
jobs: | |
dotnet-format: | |
runs-on: ubuntu-latest | |
steps: | |
- name: Checkout repo | |
uses: actions/checkout@v2.2.0 | |
with: | |
fetch-depth: 0 |
View clase-git.md
# Clase git
## Conceptos básicos
Commit
Commits son inmutables
Commits contienen
- SHA1
View unity-print-assetbundles.cs
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[MenuItem("AssetBundles/Print all Asset Bundle names")] | |
static void PrintAssetBundlesToDebugConsole() | |
{ | |
var sb = new StringBuilder(); | |
var globalTimer = new Stopwatch(); | |
var timer = new Stopwatch(); | |
globalTimer.Start(); | |
timer.Start(); |
View :rails Add timestamps to logs
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# Adds timestamps to logs | |
# put it at the end of environment.rb | |
module ActiveSupport | |
class BufferedLogger | |
def add(severity, message = nil, progname = nil, &block) | |
return if @level > severity | |
message = (message || (block && block.call) || progname).to_s | |
level = { | |
0 => "DEBUG", |
View podfile_static_lib
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# we don't want to link static libs or it will fail to build | |
# see https://github.com/CocoaPods/CocoaPods/issues/117 | |
targets = [:target1, :target2] | |
lib_dependencies = ['z'] | |
post_install do |installer| | |
installer.libraries.select { |i| targets.include? i.target_definition.name.to_sym }.each do |l| | |
config_file_path = l.library.xcconfig_path | |
config_file_contents = File.read(config_file_path) | |
View gist:10016780
#C# Properties
Properties are getters & setters but well done.
They require minimal code for setup:
public int MyProperty {get;set;}
This declares a completely functional property. The compiler generates the member to store the property data automatically.
View gist:10016784
#C# Attributes
WIP
Attributes are just meta-data associated to the code.
You can create your own:
- Create a child class of
System.Attribute
- The name of your attribute class should end with Attribute (convention sufix)
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