This file contains 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 System.Collections; | |
namespace CR | |
{ | |
/// <summary> | |
/// Allows for a coroutine to be run from objects that do not extend Monobehaviour | |
/// </summary> | |
/// <remarks> | |
/// Only use a coroutine in a non-monobehaviour if aboslutely needed as it will place a Unity dependancy in your code |
This file contains 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; | |
public static class ActionExtensions | |
{ | |
public static void SafeInvoke(this Action action) | |
{ | |
if(action != null) | |
{ | |
action(); | |
} |
This file contains 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
// ------------------------------------------------------------------------------ | |
// <auto-generated> | |
// This code was generated by a tool. | |
// Runtime Version: 15.0.0.0 | |
// | |
// Changes to this file may cause incorrect behavior and will be lost if | |
// the code is regenerated. | |
// </auto-generated> | |
// ------------------------------------------------------------------------------ | |
namespace CodeGeneration.Constants |
This file contains 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
// Original gist by JoaoBorks, but the gist is no longer available | |
using UnityEngine; | |
using UnityEditor; | |
internal sealed class ScriptKeywordProcessor : UnityEditor.AssetModificationProcessor | |
{ | |
private const string ASSETS_FOLDER = "Assets"; | |
private const string SCRIPTS_FOLDER = "Scripts/"; | |
public static void OnWillCreateAsset(string path) |