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#Requires AutoHotkey v2.0 | |
; Makes Shift+Alt skip Japanese | |
~+Alt:: | |
{ | |
sleep(150) | |
if (GetKeyboardLanguage(WinExist("A")) = 1041) { | |
Send "{Shift Down}{Alt}{Shift Up}" | |
} | |
} |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityEngine; | |
using UnityEngine.SceneManagement; | |
using vietlabs.fr2; | |
// I was frustrated with the fact that RectTransform fields are often marked as overriden when prefab instances |
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using System; | |
using System.IO; | |
using JetBrains.Annotations; | |
using NUnit.Framework; | |
using UnityEditor; | |
using UnityEngine; | |
using Object = UnityEngine.Object; | |
/// <summary> | |
/// Unit tests that show how AssetDatabase operates. |
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using System; | |
using System.Runtime.CompilerServices; | |
using JetBrains.Annotations; | |
// Reduced-down and slightly refactored version of https://gist.github.com/LordJZ/92b7decebe52178a445a0b82f63e585a | |
// It exposes only (T separator) overload of the Split method which was enough for my needs. | |
public static class SpanExtensions | |
{ | |
public readonly ref struct Enumerable<T> | |
where T : IEquatable<T> |
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using System.IO; | |
using System.Text.RegularExpressions; | |
using UnityEditor; | |
using UnityEngine; | |
[InitializeOnLoad] | |
internal static class RoslynDirectoryCreator | |
{ | |
static RoslynDirectoryCreator() => Application.logMessageReceived += OnLogMessageReceived; |
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using System; | |
using System.Linq; | |
using System.Text.RegularExpressions; | |
public static class IdentifierExtensions | |
{ | |
// definition of a valid C# identifier: http://msdn.microsoft.com/en-us/library/aa664670(v=vs.71).aspx | |
private const string FORMATTING_CHARACTER = @"\p{Cf}"; | |
private const string CONNECTING_CHARACTER = @"\p{Pc}"; | |
private const string DECIMAL_DIGIT_CHARACTER = @"\p{Nd}"; |
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// A dictionary implementation that generates keys automatically and returns them in the Add() method. | |
// This is basically a nicely presented copy of the code snippet from this post | |
// https://stackoverflow.com/a/39104018/9833103 | |
namespace CustomDataStructures | |
{ | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; |
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using UnityEngine; | |
using UnityEngine.Events; | |
using Random = UnityEngine.Random; | |
namespace FIMSpace.Basics | |
{ | |
/// <summary> | |
/// Simple class which is adding physical impact on target rigidbody for provided time | |
/// </summary> | |
public class FBasic_AddPhysicalImpact : MonoBehaviour |
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using UnityEngine; | |
/// <summary> | |
/// A class that allows to visualize the Physics2D.BoxCast() method. | |
/// </summary> | |
/// <remarks> | |
/// Use Draw() to visualize an already cast box, | |
/// and BoxCastAndDraw() to cast a box AND visualize it at the same time. | |
/// </remarks> |
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