Instantly share code, notes, and snippets.

# Soraphis soraphis

Created Feb 16, 2014
logarithmusregel
View Logarithmusregel
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
 # Beweis Logarithmusregel ## Logarithmisch Differenzieren **zz:** $log_a(x) = \frac 1{x * ln(a)}$ ### teil 1: ##### sonderfall $a = e$ → $log_a = ln$ **zz:** $ln(x) = \frac1x$ $$e^{ln(x)} = x \ \ | \frac d{dx}$$
Created Feb 16, 2014
arctan differenzieren
View arctan
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
 ## Arkustangenz ableiten $f(x) = tan(x)$ und $\bar f = arctan(x)$ $$f(\bar f(x)) = x$$ $$\frac{\delta f(\bar f(x))}{\delta x} = \frac{\delta x}{\delta x}$$ $$\frac{\delta tan(arctan(x))}{\delta x} = \frac{\delta x}{\delta x}$$
Created Apr 1, 2016
Unity3D Handles by Propertydrawer
View PositionHandleEditor.cs
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
 #if UNITY_EDITOR namespace Editor { using UnityEditor; [CustomEditor(typeof(MonoBehaviour), true, isFallback = true)] public class PositionHandleEditor : UnityEditor.Editor { void OnSceneGUI() { var t = target as MonoBehaviour; if(t == null) return;
Last active Mar 13, 2018
Implementation of an CameraFadeScript for Unity 5 with Code only, no gameobjects or ui elements needed. (There has to be a main camera in the scene :P)
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.Collections; using UnityEngine; // does need UnityStandardAssets > ImageEffects // does not work if you use the ImageEffect "ScreenOverlay" on your camera for visual effects // Usage: // From a MonoBehaviour-Class: StartCoroutine(CameraFade.FadeOut(0.8f)); // From inside a coroutine (if you want to wait for finished fading): yield return CameraFade.FadeOut(0.5f); // From inside a coroutine (if you dont want to wait): CameraFade.FadeOut(0.5f);
Last active Apr 17, 2016
Three equivalent ways to loop over an 2D array. the second one has less indentation.
View MatrixLoop.cs
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
 /* watching this video: https://unity3d.com/learn/tutorials/modules/advanced/scripting/procedural-cave-generation-pt1 made me scream because of this much copy-and-paste the nested-loop thing so here are a few workarounds: */ int width = 3, height = 2; int[,] fields = new int[height, width]; // (m x n)-matrix // ---------------------
Last active Jun 20, 2016
video of the script can be found here: https://youtu.be/u-3WI5WzO7U
View League of Legends Healthbar-System
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 class HealthBarRenderer : MonoBehaviour { /// /// This attributes should be read from a unit's Health-Component /// [Header("Health Attributes")] public int Health; public int PhysicalShield; public int MagicalShield;
Created Jul 30, 2016
Unity Script to be able to copy multiple transform components in edito mode (preview here: https://sendvid.com/w7i0jddd)
View MultiTransformClipboard.cs
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.Generic; using UnityEditor; [InitializeOnLoad] public class MultiTransformClipboard { const string ComponentName = "Transform"; static MultiTransformClipboard()
Created Aug 8, 2016
Test Unity script to handle clicks on specific words in UI-Text components
View ClickWordInTextTest.cs
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.Collections.Generic; using UnityEngine; using UnityEngine.Events; using UnityEngine.EventSystems; using UnityEngine.UI; namespace DefaultNamespace { public class ClickWordInTextTest : MonoBehaviour, IPointerClickHandler{ public Text TheTextComponent; // filled in the inspector or somewhere else
Last active Sep 20, 2017
A small editor extension to add additional text informations into the Inspectors TextFields