- Start at default curve.
- Ctrl-click-drag any point in right-half to bend it until a point intersects with desired mhz/voltage.
- Select point and adjust to perfection using shift-up-down.
- Shift-click-drag empty space and select points (including selected point) on the right. Selected point should be left-most point.
- Shift-Enter twice to flatten all points in selection area. They will flatten to match the selected point.
- Adjust if required.
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Privacy Policy for One Brutal Dungeon | |
No Data Collection: | |
One Brutal Dungeon does not collect, store, or transmit any user data. | |
Contact: | |
If you have any questions or concerns regarding this Privacy Policy, please contact us at stardoggames@gmail.com. |
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// Drop-in replacement for List<T>. Presized List so no garbage when adding/removing. | |
// Further reading: | |
// - Collections without the boxing - https://www.jacksondunstan.com/articles/5148 | |
// - https://stackoverflow.com/questions/3737997/why-implement-ienumerablet-if-i-can-just-define-one-getenumerator | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; |
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
public class FPSCounter : MonoBehaviour | |
{ | |
public enum DeltaTimeType | |
{ | |
Smooth, |
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
/* Example usage: | |
public FSM GameFSM = new(); | |
private void Awake() | |
{ | |
GameFSM.AddState("Init", |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class SmoothMouseLook : MonoBehaviour | |
{ | |
private List<float> _xBuffer = new List<float>(); | |
private List<float> _yBuffer = new List<float>(); | |
private int _bufferIndex; |
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// Created by lordofduct - https://forum.unity.com/threads/recommended-event-system.856294/#post-5644981 | |
// | |
// Usage example: | |
// | |
// public delegate void OnDiedEvent(GameObject go); | |
// | |
// Messaging<OnDiedEvent>.Trigger?.Invoke(gameObject); | |
// | |
// Messaging<OnDiedEvent>.Register(go => { | |
// Debug.Log($"{go.name} died."); |
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using UnityEngine; | |
using System.Collections.Generic; | |
using UnityEngine.UI; | |
namespace UIGradient | |
{ | |
[AddComponentMenu("UI/Effects/Gradient")] | |
public class Gradient : BaseMeshEffect | |
{ |
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[CustomEditor(typeof(Test))] | |
public class TestEditor : Editor | |
{ | |
public override VisualElement CreateInspectorGUI() | |
{ | |
var container = new VisualElement(); | |
container.Add(new IMGUIContainer(OnInspectorGUI)); | |
container.Add(new Label("Test")); | |
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using UnityEngine; | |
using System.Collections; | |
public class ShakeTransformS : MonoBehaviour | |
{ | |
[Header("Info")] | |
private Vector3 _startPos; | |
private float _timer; | |
private Vector3 _randomPos; |
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