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 UnityEditor; | |
using System.Collections; | |
public class SetActiveGameObject : Editor | |
{ | |
[MenuItem("Tools/On-Off GameObject %g")] | |
private static void EnableDisableGameObject() | |
{ | |
// fetch |
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 UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class SearchTagLayer : EditorWindow | |
{ | |
//Scene/Project | |
private string[] _as_sceneProject = new string[2]{"Scene", "Project"}; | |
private int _i_sceneProjectIndex = 0; |
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; | |
using System.Collections.Generic; | |
public static class EventListener | |
{ | |
private const int listListenerSizeMin = 10; | |
public static bool debugCalls = false; |
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; | |
[System.Serializable] | |
public class Ratio | |
{ | |
private float val = 0f; | |
public virtual float VALUE{get{return val;}} | |
public virtual bool IS_RESET{get{return val == 0f;}} |
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; | |
public class MouseClickPosition : MonoBehaviour | |
{ | |
public Camera cam; | |
public Transform target; | |
public bool useRaycast = false; |
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; | |
public class SC_PlayerCameraCutScene : MonoBehaviour | |
{ | |
#region Static | |
// CONST | |
private const float lerpLookAtSpeedOn = 1f; | |
private const float lerpLookAtSpeedOff = 1f; |
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; | |
public static class CameraHelper | |
{ | |
public static float GetPixelWidthToWorldScale(Camera camera, Vector3 worldTargetPosition, float pixelWidth) | |
{ | |
return GetPixelWidthToWorldScale(camera, worldTargetPosition, pixelWidth, 1f); | |
}// GetPixelWidthToWorldScale() | |
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; | |
[System.Serializable] | |
public class TwirlLineRenderer | |
{ | |
[SerializeField] private LineRenderer lineRenderer; | |
[SerializeField] private float radius = 1f; | |
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 UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class CheckEmptyMesh : EditorWindow | |
{ | |
[MenuItem("Window/Check Empty Mesh")] | |
private static void Init() |
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; | |
public static class intExtensions | |
{ | |
public static bool CheckIndex(this int index, ICollection col) | |
{ | |
return ((index >= 0) && (index < col.Count)); | |
}// CheckIndex() |
OlderNewer