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| // ArrayPrefs2 v 1.3 | |
| using UnityEngine; | |
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| public class PlayerPrefsX | |
| { | |
| static private int endianDiff1; |
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| /// <summary> | |
| /// Shuffles the element order of the specified list. | |
| /// </summary> | |
| public static void Shuffle<T>(this IList<T> ts) { | |
| var count = ts.Count; | |
| var last = count - 1; | |
| for (var i = 0; i < last; ++i) { | |
| var r = Random.Range(i, count); | |
| var tmp = ts[i]; | |
| ts[i] = ts[r]; |
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| public static T FindComponentUpwards<T>(this Transform pTarget) where T : Component | |
| { | |
| Transform tTransform = pTarget.parent; | |
| while (true) | |
| { | |
| T tComponent = tTransform.GetComponent<T>(); | |
| if (tComponent == null) | |
| { | |
| if (tTransform.parent) | |
| { |
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| using UnityEngine; | |
| using UnityEditor; | |
| /// <summary> | |
| /// Scene auto loader. | |
| /// </summary> | |
| /// <description> | |
| /// This class adds a File > Scene Autoload menu containing options to select | |
| /// a "master scene" enable it to be auto-loaded when the user presses play | |
| /// in the editor. When enabled, the selected scene will be loaded on play, |
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| /************************************************************* | |
| * Unity Singleton Class (c) by ClockStone 2011 * | |
| * | |
| * Allows to use a script components like a singleton | |
| * | |
| * Usage: | |
| * | |
| * Derive your script class MyScriptClass from | |
| * SingletonMonoBehaviour<MyScriptClass> | |
| * |
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| public static class Extensions | |
| { | |
| public static Transform Search(this Transform target, string name) | |
| { | |
| if (target.name == name) return target; | |
| for (int i = 0; i < target.childCount; ++i) | |
| { | |
| var result = Search(target.GetChild(i), name); | |
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| <>:;?/\|"'-_=+[]{}M%&*#$@! ()[]{}., | |
| qwertyuiopasdfghjklçzxcvbnmQWERTYUIOPASDFGHJKLZXCVBN1234567890 | |
| ÁáÉéÍíÓóÚúÀàÂâÊêÔôÃãÕõÜüÇç |
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| //C# Delegate: | |
| public delegate [return] DelegateName([type parameter]...); | |
| //Sample: | |
| public delegate void CalbackHandler(int pIndex); | |
| //So you can use it as a parameter to other method: | |
| public void PassDelegateByParameter( CallbackHandler pHandler ) | |
| { |
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| //Next | |
| int i = (i+1) % targetArray.Count | |
| //Prev | |
| int i = (i + (targetArray.Count-1)) % targetArray.Count; |
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| //C# Event using Action delegate: | |
| public event Action OnSomeEvent; | |
| public event Action<string> OnSomeEventWithParameters; | |
| // Rising the event, must check if is null: | |
| void SomeMethod() | |
| { | |
| if( OnSomeEvent != null ) | |
| OnSomeEvent(); |