This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/******************************************************************************* | |
* Don't Be a Jerk: The Open Source Software License. | |
* Adapted from: https://github.com/evantahler/Dont-be-a-Jerk | |
******************************************************************************* | |
* _I_ am the software author - JohannesMP on Github. | |
* _You_ are the user of this software. You might be a _we_, and that's OK! | |
* | |
* This is free, open source software. I will never charge you to use, | |
* license, or obtain this software. Doing so would make me a jerk. | |
* |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
namespace BTAI | |
{ | |
public enum BTState | |
{ | |
Failure, | |
Success, |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEditor; | |
/// <summary> | |
/// Hierarchy Window Group Header | |
/// http://diegogiacomelli.com.br/unitytips-hierarchy-window-group-header | |
/// </summary> | |
[InitializeOnLoad] | |
public static class HierarchyWindowGroupHeader | |
{ |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Linq; | |
using UnityEditor; | |
using UnityEngine; | |
/// <summary> | |
/// Easing2Curve: An editor window to create animation curve from easing functions | |
/// http://diegogiacomelli.com.br/easing-2-curve-an-editor-window-to-create-animation-curve-from-easing-functions/ | |
/// </summary> | |
public class Easing2CurveEditorWindow : EditorWindow | |
{ |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEditor.Animations; | |
using UnityEngine; | |
public class SpriteSheetPostProcessor : AssetPostprocessor { | |
private const string SPRITE_SHEET_FOLDER_CONTAINS = "SpriteSheets"; | |
private const string ANIMATION_FOLDER = "Assets/Anim"; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
namespace Ditzelgames | |
{ | |
public static class PhysicsHelper | |
{ | |
public static void ApplyForceToReachVelocity(Rigidbody rigidbody, Vector3 velocity, float force = 1, ForceMode mode = ForceMode.Force) | |
{ | |
if (force == 0 || velocity.magnitude == 0) |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/// @creator: Slipp Douglas Thompson | |
/// @license: Public Domain per The Unlicense. See <http://unlicense.org/>. | |
/// @purpose: Shows a field as disabled in Unity's Inspector only when a different method/property/field in the same MonoBehaviour returns/is-equal-to a given value or values. | |
/// @why: Because this functionality should be built-into Unity. | |
/// @usage: Add `[DisableWhen(typeof(«MonoBehaviour-sub-type-name»), "«trigger-member-name»", «value-that-the-trigger-member-returns»)]` attribute to a (serializable public) field on your `MonoBehaviour`-class. | |
/// @intended project path: Assets/Plugins/EditorUtils/DisableWhenAttribute.cs | |
/// @interwebsouce: https://gist.github.com/capnslipp/9b99f83aa7b80dfb589a5b23e8e0cfa0 | |
using System; | |
using UnityEngine; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "VertexRotation" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" "DisableBatching" = "True"} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using System.Collections.Generic; | |
using System.IO; | |
// Scene selection |