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''' | |
This is an implementation of the Recursive Division algorithm for maze | |
generation, primarily derived from the algorithm presented here: | |
http://weblog.jamisbuck.org/2011/1/12/maze-generation-recursive-division-algorithm | |
The input grid can be generated via: | |
grid = [width*[0] for i in xrange(height)] | |
The initial call should be of the form: | |
divide(grid, 0, 0, width, height) |
# The following command works for downloading when using Git for Windows: | |
# curl -LOf http://gist.githubusercontent.com/kmorcinek/2710267/raw/.gitignore | |
# | |
# Download this file using PowerShell v3 under Windows with the following comand: | |
# Invoke-WebRequest https://gist.githubusercontent.com/kmorcinek/2710267/raw/ -OutFile .gitignore | |
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# User-specific files |
/** | |
* Copyright 2012 Akseli Palén. | |
* Created 2012-07-15. | |
* Licensed under the MIT license. | |
* | |
* <license> | |
* 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, |
using UnityEngine; | |
using System.Collections; | |
public class CameraShake : MonoBehaviour | |
{ | |
// Transform of the camera to shake. Grabs the gameObject's transform | |
// if null. | |
public Transform camTransform; | |
// How long the object should shake for. |
// Unity Ad Controller for multiple Ad Networks | |
// Copyrights SKill Knight Studios 2015 | |
// Author: Noor Ali Butt | |
// v1.0 | |
using UnityEngine; | |
using UnityEngine.UI; | |
using System.Collections; | |
using ChartboostSDK; | |
using GoogleMobileAds.Api; |
# [<tag>] (If applied, this commit will...) <subject> (Max 72 char) | |
# |<---- Preferably using up to 50 chars --->|<------------------->| | |
# Example: | |
# [feat] Implement automated commit messages | |
# (Optional) Explain why this change is being made | |
# |<---- Try To Limit Each Line to a Maximum Of 72 Characters ---->| | |
# (Optional) Provide links or keys to any relevant tickets, articles or other resources | |
# Example: Github issue #23 |
Unity'de 3D çalışırken kafa kurcalayan konulardan biri Quaternion'ların ne işe yaradığı ve neden bazı yerlerde rotasyon değeri olarak Euler Angle değil de Quaternion kullanıldığıdır.
3 Boyutlu rotasyon belirtmek için kullanılan Euler Açısı, bir 3x3 rotasyon matrisi ile ifade edilebiliyor. Örnek:
İdeal bir sistemde her bir rotasyon matrisinin, yalnızca tek açıya isabet etmesini isteriz. Sorun şu ki bu matrisler, her zaman için tek açıya tekabül etmeyebiliyor.
using UnityEngine; | |
public class GunSprint : MonoBehaviour { | |
[SerializeField] private Bullet _bulletPrefab; | |
[SerializeField] private Transform _spawnPoint; | |
[SerializeField] private ParticleSystem _smokeSystem; | |
[SerializeField] private LayerMask _targetLayer; | |
[SerializeField] private float _bulletSpeed = 12; | |
[SerializeField] private float _torque = 120; |