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void Update () { | |
RaycastHit hit; | |
Vector3 fwd = transform.TransformDirection(Vector3.forward); | |
if (Physics.Raycast(transform.position, fwd, out hit, 10.0F)){ | |
print("There is something in front of the object!"); | |
Debug.DrawLine(transform.position, hit.collider.gameObject.transform.position, Color.red); | |
} | |
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void MyCoroutine() { | |
print("Starting " + Time.time); | |
StartCoroutine(StartCoroutine_MyCoroutine(time)); | |
print("Before WaitAndPrint Finishes " + Time.time); | |
} | |
IEnumerator StartCoroutine_MyCoroutine(float waitTime) { | |
yield return new WaitForSeconds(waitTime); | |
print("WaitAndPrint " + Time.time); | |
} |
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using UnityEngine; | |
using UnityEditor; | |
public class AutoSnap : EditorWindow | |
{ | |
private Vector3 prevPosition; | |
private bool doSnap = true; | |
private float snapValue = 1; | |
[MenuItem( "Edit/Auto Snap %_l" )] |
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private float GetAngleFromPosition(float x1, float y1, float x2, float y2){ | |
float o = 0; | |
float a = 0; | |
bool doingA = false; | |
bool doingB = false; | |
bool doingC = false; | |
bool doingD = false; | |
if(x1 >= x2 && y1 <= y2){//set for A | |
o = x1 - x2; |
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private float Sine(float angle){ | |
float sin = Mathf.Sin((Mathf.PI / 180)* angle); | |
return sin; | |
} | |
private float Cosine(float angle){ | |
float cosine = Mathf.Cos((Mathf.PI / 180) * angle); | |
return cosine; | |
} |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
// File: #SCRIPTNAME# | |
// Project: | |
// Description: | |
// Author:Esteban Padilla | |
// Email: | |
// Copyright (C) 2013, (R). All rights reserved. |