Shader "MaterialPropertyDrawer"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
[HideInInspector] _MainTex2("Hide Texture", 2D) = "white" {}
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| public static float ClampAngle(float angle, float min, float max) { | |
| float start = (min + max) * 0.5f - 180; | |
| float floor = Mathf.FloorToInt((angle - start) / 360) * 360; | |
| return Mathf.Clamp(angle, min + floor, max + floor); | |
| } |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEditor; | |
| public class DumpAnimationClip { | |
| [MenuItem("Assets/dump animation clip")] | |
| static void Dump() | |
| { |
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| public class MyBehavior : MonoBehaviour { | |
| // This will store the string value | |
| [StringInList("Cat", "Dog")] public string Animal; | |
| // This will store the index of the array value | |
| [StringInList("John", "Jack", "Jim")] public int PersonID; | |
| // Showing a list of loaded scenes | |
| [StringInList(typeof(PropertyDrawersHelper), "AllSceneNames")] public string SceneName; | |
| } |
Code is clean if it can be understood easily – by everyone on the team. Clean code can be read and enhanced by a developer other than its original author. With understandability comes readability, changeability, extensibility and maintainability.
- Follow standard conventions.
- Keep it simple stupid. Simpler is always better. Reduce complexity as much as possible.
- Boy scout rule. Leave the campground cleaner than you found it.
- Always find root cause. Always look for the root cause of a problem.
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| ScriptableObject Icon | |
| _Popup | |
| _Help | |
| Clipboard | |
| SocialNetworks.UDNOpen | |
| SocialNetworks.Tweet | |
| SocialNetworks.FacebookShare | |
| SocialNetworks.LinkedInShare | |
| SocialNetworks.UDNLogo | |
| animationvisibilitytoggleoff |
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| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| public static class IEnumeratorExtensions | |
| { | |
| /// <summary> | |
| /// Execute an entire Unity Coroutine in one frame. | |
| /// This is useful for testing coroutines with NUnit. | |
| /// |
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| using UnityEngine; | |
| public static class CameraExtensions { | |
| public static void LayerCullingShow(this Camera cam, int layerMask) { | |
| cam.cullingMask |= layerMask; | |
| } | |
| public static void LayerCullingShow(this Camera cam, string layer) { | |
| LayerCullingShow(cam, 1 << LayerMask.NameToLayer(layer)); |
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| using UnityEngine; | |
| public static class ConfigurableJointExtensions | |
| { | |
| /// <summary> | |
| /// Sets a joint's targetRotation to match a given local rotation. | |
| /// The joint transform's local rotation must be cached on Start and passed into this method. | |
| /// </summary> | |
| public static void SetTargetRotationLocal (this ConfigurableJoint joint, Quaternion targetLocalRotation, Quaternion startLocalRotation) | |
| { |
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| // Restify Server CheatSheet. | |
| // More about the API: http://mcavage.me/node-restify/#server-api | |
| // Install restify with npm install restify | |
| // 1.1. Creating a Server. | |
| // http://mcavage.me/node-restify/#Creating-a-Server | |
| var restify = require('restify'); |
