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using UnityEngine;
using UniRx;
using System;
using System.Linq;
public class DamageVolumePlayer : MonoBehaviour {
// Health should live in a different component. Just here for simplicity
public FloatReactiveProperty Health = new FloatReactiveProperty(100);
public float DamagePerSecond = 1.0f;
@Protonz
Protonz / SwitchGarbage.cs
Created January 25, 2018 21:43
Experimenting with how much garbage is created when using UniRx Switch
using UnityEngine;
using UniRx;
using System;
using System.Collections.Generic;
using System.Linq;
public class SwitchGarbage : MonoBehaviour {
void Start() {