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#include <string>
using namespace std;
#include "PaceCalculator.h"
double PaceCalculator::convertToMPH (double kph) {
return kph / KILOS_IN_MILE;
}
#define ENABLE_LOGGING
using System.Diagnostics;
public class KidpediaDebug {
[Conditional("ENABLE_LOGGING")]
public static void Log (string m) {
//UnityEngine.Debug.LogWarning(...);
}
using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;
using DG.Tweening;
using UnityEngine.UI;
/*
UnityAction<Scene, Scene> activeSceneChanged;
UnityAction<Scene, LoadSceneMode> sceneLoaded;
UnityAction<Scene> sceneUnloaded;
@gegagome
gegagome / Purchaser.cs
Last active February 13, 2025 19:00
Unity IAP
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Purchasing;
// Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing.
using UnityEngine.Purchasing.Security;
public class Purchaser : MonoBehaviour, IStoreListener
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Purchasing;
// Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing.
using UnityEngine.Purchasing.Security;
public class Purchaser : MonoBehaviour, IStoreListener
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Purchasing;
// Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing.
using UnityEngine.Purchasing.Security;
public class Purchaser : MonoBehaviour, IStoreListener
@gegagome
gegagome / Purchaser3.cs
Last active February 4, 2021 17:45
Unity IAP
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Purchasing;
// Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing.
using UnityEngine.Purchasing.Security;
public class Purchaser : MonoBehaviour, IStoreListener
using UnityEngine;
using DarkTonic.MasterAudio;
public class LanguageController: MonoBehaviour {
public static SystemLanguage _selectedLanguage;
void Awake () {
_selectedLanguage = GetLanguage();
}
@gegagome
gegagome / IAPManager.cs
Created April 2, 2017 05:06
Unity persistent data script
// basic persistant data saving and loading: https://unity3d.com/learn/tutorials/topics/scripting/persistence-saving-and-loading-data
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
public class IAPManager : MonoBehaviour {
IEnumerator VolumeChange (int stem, float initVol, float endVol, float time) {
float timeElapsed = 0f;
while (_stems[stem].volume != endVol) {
_stems[stem].volume = Mathf.Lerp(initVol, endVol, timeElapsed * 2);
timeElapsed += Time.deltaTime;
Debug.Log("timeElapsed: " + timeElapsed + "\n" + "Time.deltaTime: " + Time.deltaTime + "\n" + "volume: " + _stems[stem].volume);
yield return null;
}
_stems[stem].mute = !_stems[stem].mute;
}