An entity is just a number.
There is a graph of components, indexed by the entity id.
All state is stored in one place.
var components = { Position: {}, Velocity:{}, Spite: {}, Timer: {}, ScreenShake: {}, RemoveComponents: {} }| // Tool that shows animation events as list. Tool to help when you have many of them (especially on 1 frame) | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEditor; | |
| namespace Senia | |
| { | |
| internal class SeniaAnimationEventEditor : EditorWindow | |
| { | |
| [MenuItem("Senia/SeniaAnimationEvent Editor", false, 6)] |
| NetworkController.Instance.SendRequest(new SetPromotionVarRequest(promotionId, "test", "", () => Debug.Log("1"))); | |
| NetworkController.Instance.SendRequest(new SetPromotionVarRequest(promotionId, "test", "", () => Debug.Log("2"))); | |
| NetworkController.Instance.SendRequest(new SetPromotionVarRequest(promotionId, "test", "", () => Debug.Log("3"))); | |
| NetworkController.Instance.SendRequest(new SetPromotionVarRequest(promotionId, "test", "", () => Debug.Log("4"))); |
| using System; | |
| using System.Diagnostics; | |
| using System.Globalization; | |
| using System.IO; | |
| using System.Linq; | |
| using System.Threading; | |
| using UnityEditor; | |
| using UnityEngine; | |
| using Debug = UnityEngine.Debug; |
| using UnityEditor; | |
| [InitializeOnLoad] | |
| public class UnityCompilationDuringPlayDisabler | |
| { | |
| static UnityCompilationDuringPlayDisabler() | |
| { | |
| EditorApplication.playModeStateChanged += OnPlayModeStateChanged; | |
| } |
| using System; | |
| namespace ConsoleApplication1 | |
| { | |
| public delegate void SmartAction<T>(SmartAction<T> self, T data); | |
| class EventSource<T> | |
| { | |
| private event SmartAction<T> actions; | |
| using System; | |
| using UniRx; | |
| namespace Game.Impl.Sheets | |
| { | |
| public class Sheet3AdvancedObservables | |
| { | |
| public void Test1MergingObservableHierarchies() | |
| { | |
| IObservable<int> o1 = Observable |
| <?xml version="1.0" encoding="utf-8"?> | |
| <resources> | |
| <!-- When a download completes, a notification is displayed, and this | |
| string is used to indicate that the download successfully completed. | |
| Note that such a download could have been initiated by a variety of | |
| applications, including (but not limited to) the browser, an email | |
| application, a content marketplace. --> | |
| <string name="notification_download_complete">Download complete</string> |
| 5.6 | |
| Android: When MuteOtherAudioSources option is disabled and there's no READ_PHONE_STATE permission, the Unity application running on Android 5.1 or older devices might not mute itself during an incoming phone call. This might cause rejections when submitting to Samsung app store. | |
| Android: Fixed reading assets from OBB (ApplicationPath). (893913) (5.6.0) | |
| Android: Added support for managed stack traces on Android with IL2CPP. | |
| Android: Moved Android splash image to a Java implementation so that it is displayed quicker during engine loading. | |
| Android: Added target API level option to Android Player Settings in the Unity Editor. | |
| Android: Fixed crash that would occur when instantiating a prefab with SkinnedMeshRenderer.UpdateWhenOffscreen enabled. | |
| Android: Fixed Target SDK check. (874350) | |
| Build Pipeline: Added BuildOptions.CompressWithLz4, which enables Lz4 compression of the player's data for Standalone, Android and iOS platforms. |
| public class CrashSheet | |
| { | |
| public void TestRethrow() | |
| { | |
| try | |
| { | |
| try | |
| { | |
| A(); | |
| } |