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whaison / Ef_pngToParticleAnimation.cs
Last active Aug 29, 2015
Ef_pngToParticleAnimation2.cs(ParticleSystem Maker) with FindAllPropatiesAndWrite.cs(Prefab YAML EDITOR)
View Ef_pngToParticleAnimation.cs
using UnityEngine;
using UnityEditor;
using UnityEditor.Animations;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using System.Linq;
//public class SdDataToEffectPrefabMaker : MonoBehaviour {
View AnimationWindowExtends.cs
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Reflection;
View ModelAnimationSplitterWithAnimeController.cs
using UnityEngine;
using UnityEditor;
using UnityEditor.Animations;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using System.Linq;
/// <summary>
/// Model animation spliter.
View pngToTga.jsx
#target photoshop
//
// pngToTga.jsx
//
//
// Generated Thu Jun 18 2015 18:07:14 GMT+0900
//
cTID = function(s) { return app.charIDToTypeID(s); };
View RefrectionHideClassToText.cs
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Reflection;
@whaison
whaison / ParticleSystem.cs
Created Aug 9, 2015
this Code is Non Error But Do Not Work On Unity this is Dust Code Sorry....
View ParticleSystem.cs
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using UnityEngine.Internal;
using System.Runtime.CompilerServices;
using System.Security;
using UnityEngine.Internal;
using UnityEngineInternal;
using UnityEngine;
@whaison
whaison / ActiveParticleSystem.cs
Last active Aug 29, 2015
this Code is Non Error But Do Not Work On Unity this is Dust Code Sorry....
View ActiveParticleSystem.cs
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine.Internal;
using System.Runtime.CompilerServices;
using System.Security;
using UnityEngine.Internal;
using UnityEngineInternal;
using UnityEngine;
//using UnityEngine.Component;
View YamlSerializedPropaty.cs
using UnityEngine;
using UnityEditor;
using UnityEditor.Animations;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using System.Linq;
public class YamlSerializedPropaty : EditorWindow {
GameObject GameObjectAsset;
View _Applications_Autodesk_FBX SDK_2015.1_samples_ViewScene_Makefile.sh
SHELL = /bin/sh
# default config:
# release
# x86
# shared
# clang
#
# to build 64 bit: make -e M64=-m64
# to build static: make -e STATIC_LINK=1
View _Applications_Xcode.app_Contents_Resources_English.lproj_License.rtf'
IMPORTANT: BY USING THIS SOFTWARE, YOU ARE AGREEING TO BE BOUND BY THE FOLLOWING APPLE TERMS:
A. MAC SDK AND XCODE AGREEMENT
B. iOS SDK AGREEMENT
APPLE INC.
MAC SDK AND XCODE AGREEMENT
PLEASE READ THIS MAC SDK AND XCODE AGREEMENT (&quot;LICENSE&quot;) CAREFULLY BEFORE USING THE DEVELOPER SOFTWARE (DEFINED BELOW). BY USING THE DEVELOPER SOFTWARE, YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS LICENSE. IF YOU ARE ACCESSING THE DEVELOPER SOFTWARE ELECTRONICALLY, SIGNIFY YOUR AGREEMENT TO BE BOUND BY THE TERMS OF THIS LICENSE BY CLICKING THE &quot;AGREE &quot; BUTTON. IF YOU DO NOT AGREE TO THE TERMS OF THIS LICENSE, DO NOT USE THE DEVELOPER SOFTWARE AND CLICK &ldquo;DISAGREE&rdquo;.
IMPORTANT NOTE: To the extent that this software may be used to reproduce materials, it is licensed to you only for reproduction of non-copyrighted materials, materials in which you own the copyright, or materials you are authorized or legally permitted to reproduce. If you are uncertain about your right to copy any material, y