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using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
namespace Core.Lib
{
public readonly struct KeyValueCache<T, V>
{
private readonly Dictionary<T, V> _cache;
private readonly Func<T, V> _getValue;
#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEngine;
namespace Core
{
public class PathReferencePrefabPostprocessor : AssetPostprocessor
{
public static Action<GameObject> callback;
using System;
using System.Reflection;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
namespace Core
{
public static class CreateReferencePathsForSelected
{
@Hafune
Hafune / ReferencePath
Last active July 25, 2025 11:25
ReferencePath
using System;
using UnityEngine;
using Object = UnityEngine.Object;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Core
{
[Serializable]
@Hafune
Hafune / gist:60acdbff098ccc756a183b863a774073
Last active July 6, 2024 14:26
Unity - базовый пример кодогенерации
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEditor;
//-----------
using Core.TestNamespace;