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using UnityEngine; | |
using System.Collections; | |
public class SOExample : ScriptableObject | |
{ | |
public string text; | |
} |
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using UnityEngine; | |
using System.Collections; | |
public class SOExampleBehaviour : MonoBehaviour | |
{ | |
public SOExample test; | |
public void OnEnable() | |
{ | |
// instantiate if needed | |
if (test == null) | |
test = ScriptableObject.CreateInstance<SOExample>(); |
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.... | |
--- !u!114 &819407913 <<--- this is our ScriptableObject id in the scene | |
MonoBehaviour: | |
m_ObjectHideFlags: 0 | |
m_PrefabParentObject: {fileID: 0} | |
m_PrefabInternal: {fileID: 0} | |
m_GameObject: {fileID: 0} | |
m_Enabled: 1 | |
m_EditorHideFlags: 0 | |
m_Script: {fileID: 11500000, guid: 4a48e9db79a952f419ca79d71a03fe31, type: 3} |
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using UnityEngine; | |
using System.Collections; | |
[ExecuteInEditMode] | |
public class SOExampleBehaviour : MonoBehaviour | |
{ | |
public SOExample test; | |
public void OnEnable() | |
{ | |
// find existing instance if needed | |
if (test == null) |
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public static class RemoveEmptyDirectories | |
{ | |
[MenuItem("Tools/EditorHacks/Remove empty directories...")] | |
public static void MenuItem_RemoveEmptyDirectories() | |
{ | |
RemoveEmptyDirectoriesRecursive("Assets/"); | |
} | |
private static void RemoveEmptyDirectoriesRecursive(string path) | |
{ |
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using System.Collections.Generic; | |
public static class ListExtensions | |
{ | |
public static T GetRandomWeighted<T>(this List<T> list, Func<T, float> selector) | |
{ | |
T selected = default(T); | |
float totalWeight = 0; | |
foreach (var item in list) | |
{ |
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using UnityEngine; | |
public class SpawnTest : MonoBehaviour | |
{ | |
// a prefab containing SpawnTestPrefab | |
public GameObject prefab; | |
void Start() | |
{ | |
Instantiate(prefab, new Vector3(100, 0, 0), Quaternion.identity); |
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using UnityEngine; | |
/* Random Utils By Sampsa Lehtonen, sampsa.lehtonen(AT)iki.fi, @snlehton | |
Some of my Random utils created for procedural generation and deterministic randomness. | |
Uses Linear Feedback Shift Register (LFSR) for quick and dirty random. | |
Lacks Perlin noise... need to reimplement the one in Unity in case they go and change the implementation. | |
CAUTION: I haven't verified the distribution of any of these functions, so use at your own risk. The aim has been to have | |
deterministic Unity-implementation-free random functions with features that Unity hasn't offered. |
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using UnityEngine; | |
using UnityEngine.Assertions; | |
// Barebones Singleton class to be used with Unity | |
// Supports also Singleton instances coming from prefabs (PrefabSingleton). | |
// Prefabs need to reside in Resources folder and named [ComponentName].asset. | |
// If you have GameManager class, then you need Resources/GameManager.asset | |
public class Singleton<T> : MonoBehaviour where T:MonoBehaviour | |
{ |
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