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
/* Original code Copyright (c) 2024 Shane Celis[1] | |
Licensed under the MIT License[2] or Apache License v2.0[3] | |
[1]: https://mastodon.gamedev.place/@shanecelis | |
[2]: https://opensource.org/licenses/MIT | |
[3]: https://www.apache.org/licenses/LICENSE-2.0 | |
*/ | |
//! Click event for Bevy. | |
//! |
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
use std::fmt::Debug; | |
use std::iter::FromIterator; | |
/// Try to collect from an iterator that may fail. | |
/// | |
/// # Motivation | |
/// | |
/// I really wanted to be able to turn a `Iterator<Item = u8>` into a String | |
/// more easily. | |
/// |
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
#!/bin/bash -e | |
# unity-log | |
usage() { | |
echo "Usage: unity-log [-te] <Company> <Application>" >&2; | |
echo " -t tail log" >&2; | |
echo " -e editor log" >&2; | |
exit 2; | |
} | |
cmd=echo; |
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
/* | |
@title: Befungoban | |
@author: Shane Celis @shanecelis | |
https://esolangs.org/wiki/Befunge | |
http://qiao.github.io/javascript-playground/visual-befunge93-interpreter/ | |
*/ | |
const player = "p"; | |
const selection = "b"; |
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
/* Original code[1] Copyright (c) 2022 Shane Celis[2] | |
Licensed under the MIT License[3] | |
[1]: https://gist.github.com/shanecelis/b6fb3fe8ed5356be1a3aeeb9e7d2c145 | |
[2]: https://twitter.com/shanecelis | |
[3]: https://opensource.org/licenses/MIT | |
*/ | |
using UnityEngine; | |
using UnityEngine.UIElements; |
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
/* Original code[1] Copyright (c) 2022 Shane Celis[1] | |
Licensed under the MIT License[1] | |
[1]: https://gist.github.com/shanecelis/1ab175c46313da401138ccacceeb0c90 | |
[1]: https://twitter.com/shanecelis | |
[1]: https://opensource.org/licenses/MIT | |
*/ | |
using UnityEngine.Scripting; | |
using UnityEngine.UIElements; |
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 UIElements and want to use UIToolkit's progress bar at runtime? Hope, | |
you're using Unity 2021.1 or later. If you aren't, you can expose the | |
progress bar in Unity 2020.3 and perhaps even earlier versions (not tested). | |
`com.unity.ui v1.0.0-preview.18` uses the following #ifdef for the | |
`ProgressBar` class[1]: | |
``` | |
#if !UIE_PACKAGE || UNITY_2021_1_OR_NEWER | |
``` |
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
/** Suppose you want to do a `foreach` on your collection without any | |
allocations. You know it's possible. | |
You've heard you need to use a struct IEnumerator, but how? | |
*/ | |
using System.Collections; | |
using System.Collections.Generic; | |
/** You implement IEnumerable<T> in your collection class. */ | |
public class MyEnumerable<T> : IEnumerable<T> { |
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
/* Original code[1] Copyright (c) 2022 Shane Celis[2] | |
Licensed under the MIT License[3] | |
[1]: https://gist.github.com/shanecelis/f0e295b12ec1ab09f67ad5980ac9b324 | |
[2]: https://twitter.com/shanecelis | |
[3]: https://opensource.org/licenses/MIT | |
*/ | |
using System; | |
using System.Collections.Generic; |
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 System; | |
using System.Collections.Generic; | |
using Nito.Disposables; | |
using Unity.Burst; | |
using Unity.Collections; | |
using Unity.Jobs; | |
using Unity.Mathematics; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using static Unity.Mathematics.math; |
NewerOlder