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using UnityEngine; | |
using System.Collections; | |
public class Greyscale : MonoBehaviour { | |
public Material mat; | |
void Start() { | |
mat.SetFloat( "_Power", 0.0f ); | |
} |
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// ==UserScript== | |
// @name Robin Time Left Printer | |
// @description Violently Butchered Robin Assistant | |
// @namespace com.github.cptasgard | |
// @include https://www.reddit.com/robin/ | |
// @include https://www.reddit.com/robin | |
// @version 1.9 | |
// @author LeoVerto, Wiiplay123, Getnamo, CptAsgard | |
// @grant none | |
// ==/UserScript== |
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// ==UserScript== | |
// @name Robin Time Left Printer | |
// @description Violently Butchered Robin Assistant | |
// @namespace com.github.cptasgard | |
// @include https://www.reddit.com/robin/ | |
// @include https://www.reddit.com/robin | |
// @version 1.0 | |
// @author LeoVerto, Wiiplay123, Getnamo, CptAsgard | |
// @match https://www.reddit.com/robin | |
// @grant none |
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using UnityEditor; | |
using UnityEngine; | |
// Like https://gamedev.stackexchange.com/questions/31170/drawing-a-dynamic-indicator-for-a-field-of-view | |
// "Drawing a dynamic indicator for a field of view" | |
// But adjusted for my needs: 1) project time mesh generation and 2) consistent vertex density w/ varying angles | |
public class ForwardConeEditor : EditorWindow | |
{ | |
private float angleDegrees; |
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public class GameTime | |
{ | |
private readonly Stopwatch stopwatch = new(); | |
public const float TicksPerSecond = 4f; | |
public float FixedDeltaTime => 1f / TicksPerSecond; | |
public long FixedDeltaTimeMiliseconds => (long)(FixedDeltaTime * 1000f); | |
public long ElapsedMiliseconds => stopwatch.ElapsedMilliseconds; | |
public long ElapsedTimeSeconds => stopwatch.ElapsedMilliseconds / 1000L; |