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// TERMS OF USE - EASING EQUATIONS | |
// | |
// Open source under the BSD License. | |
// | |
// Copyright © 2001 Robert Penner | |
// All rights reserved. | |
// | |
// Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: | |
// | |
// Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class MeshDestroy : MonoBehaviour | |
{ | |
private bool edgeSet = false; | |
private Vector3 edgeVertex = Vector3.zero; | |
private Vector2 edgeUV = Vector2.zero; |
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# Unity | |
*.cginc text | |
*.cs diff=csharp text | |
*.shader text | |
# Unity YAML | |
*.mat merge=unityyamlmerge eol=lf | |
*.anim merge=unityyamlmerge eol=lf | |
*.unity merge=unityyamlmerge eol=lf | |
*.prefab merge=unityyamlmerge eol=lf |
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# Set variables in .bashrc file | |
# don't forget to change your path correctly! | |
export GOPATH=$HOME/golang | |
export GOROOT=/usr/local/opt/go/libexec | |
export PATH=$PATH:$GOPATH/bin | |
export PATH=$PATH:$GOROOT/bin |
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// Create our server | |
var server; | |
server = http.createServer(function(req,res){ | |
// Set CORS headers | |
res.setHeader('Access-Control-Allow-Origin', '*'); | |
res.setHeader('Access-Control-Request-Method', '*'); | |
res.setHeader('Access-Control-Allow-Methods', 'OPTIONS, GET'); | |
res.setHeader('Access-Control-Allow-Headers', '*'); | |
if ( req.method === 'OPTIONS' ) { | |
res.writeHead(200); |
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/* | |
In the node.js intro tutorial (http://nodejs.org/), they show a basic tcp | |
server, but for some reason omit a client connecting to it. I added an | |
example at the bottom. | |
Save the following server in example.js: | |
*/ | |
var net = require('net'); |
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using UnityEngine; | |
using System.Collections; | |
using UnityEditor; | |
[CustomEditor (typeof(TriggerContainer))] | |
public class TriggerContainerEditor : Editor | |
{ | |
private SerializedObject obj; |
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/** | |
* @file PlayerPrefsSerializer.cs | |
* @brief Code snippet from UnityForum (http://forum.unity3d.com/threads/72156-C-Serialization-PlayerPrefs-mystery) | |
* @author mindlube+FizixMan | |
* @version 1.0 | |
* @date 2012-06-15 | |
*/ | |
using UnityEngine; | |
using System; |
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# ----------------------------------------------------------------- | |
# Minimalistic .gitignore for WordPress | |
# | |
# To get this file rub bellow wget command from project root directory | |
# wget -O .gitignore https://gist.github.com/indieforger/d915d8b430fef748f966/raw | |
# | |
# To ignore uncommitted changes in a file that is already tracked, | |
# use `git update-index --assume-unchanged`. | |
# | |
# To stop tracking a file that is currently tracked, |
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/* | |
* Copyright (c) 2013 Calvin Rien | |
* | |
* Based on the JSON parser by Patrick van Bergen | |
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html | |
* | |
* Simplified it so that it doesn't throw exceptions | |
* and can be used in Unity iPhone with maximum code stripping. | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining |
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