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Nathan Schneirov scvnathan

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@bzgeb
bzgeb / TriggerContainerEditor.cs
Created September 28, 2012 14:52
Example Drag & Drop area in a custom inspector for the Unity editor
using UnityEngine;
using System.Collections;
using UnityEditor;
[CustomEditor (typeof(TriggerContainer))]
public class TriggerContainerEditor : Editor
{
private SerializedObject obj;
@wmiller
wmiller / Events.cs
Last active October 22, 2023 06:39
Unity3D Event System
using System.Collections;
using System.Collections.Generic;
public class GameEvent
{
}
public class Events
{
static Events instanceInternal = null;
@elijahmanor
elijahmanor / doctors.js
Last active October 22, 2021 20:21
Reducing Filter and Map with Reduce
var doctors = [
{ number: 1, actor: "William Hartnell", begin: 1963, end: 1966 },
{ number: 2, actor: "Patrick Troughton", begin: 1966, end: 1969 },
{ number: 3, actor: "Jon Pertwee", begin: 1970, end: 1974 },
{ number: 4, actor: "Tom Baker", begin: 1974, end: 1981 },
{ number: 5, actor: "Peter Davison", begin: 1982, end: 1984 },
{ number: 6, actor: "Colin Baker", begin: 1984, end: 1986 },
{ number: 7, actor: "Sylvester McCoy", begin: 1987, end: 1989 },
{ number: 8, actor: "Paul McGann", begin: 1996, end: 1996 },
{ number: 9, actor: "Christopher Eccleston", begin: 2005, end: 2005 },
@s-panferov
s-panferov / option.ts
Created November 30, 2014 12:15
Option and Result types from Rust in TypeScript
interface Option<T> {
map <U>(fn: (a: T) => U): Option<U>;
isSome(): boolean;
isNone(): boolean;
isSomeAnd(fn: (a: T) => boolean): boolean;
isNoneAnd(fn: () => boolean): boolean;
unwrap(): T;
unwrapOr(def: T): T;
unwrapOrElse(f: () => T): T;
map<U>(f: (a: T) => U): Option<U>;
.
├── actions
├── stores
├── views
│   ├── Anonymous
│   │   ├── __tests__
│   │   ├── views
│   │   │   ├── Home
│   │   │   │   ├── __tests__
│   │   │   │   └── Handler.js
@capnslipp
capnslipp / GameObjectFindComponentExtension.cs
Last active June 20, 2023 13:06
Unity3D MonoBehaviourPopulateExtension & friends
/// @creator: Slipp Douglas Thompson
/// @license: Public Domain per The Unlicense. See <http://unlicense.org/>.
/// @purpose: More-flexible GO-tree searching for Components by type, configurable via `SearchExtent` enum arg.
/// @why: Because this functionality should be built-into Unity.
/// @usage: Call `this.gameObject.FindComponent<«component-type»>(«SearchExtent-type»);`.
/// @intended project path: Assets/Plugins/UnityEngine Extensions/GameObjectFindComponentExtension.cs
/// @interwebsouce: https://gist.github.com/capnslipp/ac26e38fce770b5c4594
using System;
using UnityEngine;
@nonathaj
nonathaj / AssetDefinePostprocessor.cs
Last active October 9, 2023 18:29
A script for creating and removing defines in Unity with C# along with certain files.
using UnityEngine;
using UnityEditor;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
[InitializeOnLoad]
public class AssetDefinePostprocessor : AssetPostprocessor
{
@nemotoo
nemotoo / .gitattributes
Last active July 20, 2024 19:28
.gitattributes for Unity3D with git-lfs
## Unity ##
*.cs diff=csharp text
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
*.prefab merge=unityyamlmerge eol=lf
// Unity C# Cheat Sheet
// I made these examples for students with prior exerience working with C# and Unity.
// Too much? Try Unity's very good tutorials to get up to speed: https://unity3d.com/learn/tutorials/topics/scripting
@davehampson
davehampson / ShipCamera.cs
Last active January 31, 2023 23:21
Framerate independent blend
using UnityEngine;
public class ShipCamera : MonoBehaviour
{
public GameObject m_Ship;
public Vector3 m_RelativePos;
void LateUpdate()
{
//float scale = 0.05f; // Framerate dependent code, bad.