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| @echo off | |
| set PROJECT=-projectPath | |
| set PROJECT_PATH="C:\path\to\your\Unity\project" | |
| set WIN_PATH="C:\path\to\your\game.exe" | |
| @REM Common options | |
| set BATCH=-batchmode | |
| set QUIT=-quit |
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| using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| public class UnityBulkReplaceTool : MonoBehaviour | |
| { | |
| public GameObject objectToReplace = null; | |
| public GameObject objectToSpawn = null; |
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| //Copyright (c) 2014 Tilman Schmidt (@KeyMaster_) | |
| //Permission is hereby granted, free of charge, to any person obtaining a copy | |
| //of this software and associated documentation files (the "Software"), to deal | |
| //in the Software without restriction, including without limitation the rights | |
| //to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
| //copies of the Software, and to permit persons to whom the Software is | |
| //furnished to do so, subject to the following conditions: | |
| //The above copyright notice and this permission notice shall be included in |
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| namespace com.mindshaft.test { | |
| public class DefaultParamTest : MonoBehaviour { | |
| void Update() { | |
| DefaultParamTest(); | |
| } | |
| private void DefaultParamTest(int param = 0) { | |
| Debug.Log("param: " + param); | |
| } | |
| } |
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| public class BasicEntityCollision : IEntityCollision { | |
| private Vector3 size; | |
| private Vector3 center; | |
| // Give a bit of space between the raycast and boxCollider to prevent ray going through collision layer. | |
| private float skin = .005f; | |
| private LayerMask collisionMask; | |
| private LayerMask playerMask; | |
| public bool OnGround { get; set; } |
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| public Transform bullet; | |
| private void fireBullet() { | |
| Transform gameObject = Instantiate(bullet, gun.position, gun.rotation) as Transform; | |
| gameObject.GetComponent<EnemyBullet>().setSpeed(speed + BULLET_SPEED_MULTIPLIER); | |
| laser.Play(); | |
| } |
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| void Start() { | |
| speed = 15.0f; | |
| // Other code here... | |
| } |
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| public EnemyBullet bullet; | |
| private void fireBullet() { | |
| EnemyBullet enemyBullet = Instantiate(bullet, gun.position, gun.rotation) as EnemyBullet; | |
| enemyBullet.setSpeed(speed + BULLET_SPEED_MULTIPLIER); | |
| laser.Play(); | |
| } |
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| public Color[] flashColors; | |
| private float flashLerpDuration = 0.10f; | |
| private float flashInvokeDuration = 0.5f; | |
| void Start() { | |
| // All other initialization code here... | |
| flashColors = new Color[2]; | |
| flashColors[0] = Color.magenta; | |
| flashColors[1] = Color.white; | |
| } |
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| player.transform.position = new Vector3( | |
| Mathf.Clamp(player.transform.position.x, -8.0f, 8.0f), | |
| Mathf.Clamp(player.transform.position.y, -10.0f, 10.0f), | |
| player.transform.position.z); |