- basic build.gradle directory using flatDir
repositories {
mavenCentral()
flatDir {
dirs 'libs'| // C++ includes used for precompiling -*- C++ -*- | |
| // Copyright (C) 2003-2015 Free Software Foundation, Inc. | |
| // | |
| // This file is part of the GNU ISO C++ Library. This library is free | |
| // software; you can redistribute it and/or modify it under the | |
| // terms of the GNU General Public License as published by the | |
| // Free Software Foundation; either version 3, or (at your option) | |
| // any later version. |
| Shader "Diffuse Lightmap" { | |
| Properties { | |
| _MainTex ("Texture 1", 2D) = "white" {} | |
| } | |
| SubShader { | |
| Tags { "RenderType" = "Opaque" } | |
| Pass { |
| Shader "CustomTerrainShaderVF" { | |
| Properties { | |
| _MainTex ("Base (RGB)", 2D) = "white" {} | |
| _SecondTex("Second (RGB)",2D) = "white"{} | |
| _ThirdTex("ThirdTex (RGB)",2D) = "white"{} | |
| _FourthTex("FourthTex (RGB)",2D) = "white"{} | |
| _Mask("Mask(RG)",2D) = "white"{} | |
| } | |
| SubShader { | |
| Pass { |
| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using System.Text; | |
| using System.IO.Pipes; | |
| namespace PIPE_Client | |
| { | |
| class Program |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class CameraShake : MonoBehaviour | |
| { | |
| public bool debugMode = false;//Test-run/Call ShakeCamera() on start | |
| public float shakeAmount;//The amount to shake this frame. |
| oneArray.OrderBy(o => Guid.NewGuid()).Take(3).ToArray(); |
| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| namespace TestConsole | |
| { | |
| static class RandomGenerator | |
| { | |
| public static int[] KalladystineUniqueRandomNumbers(int min, int max, int howMany) | |
| { |
| using UnityEditor; | |
| using UnityEngine; | |
| [CustomPropertyDrawer(typeof(MessageBoxBehaviour))] | |
| public class MessageBoxDrawer : PropertyDrawer | |
| { | |
| Vector2 scrollPos; | |
| public override float GetPropertyHeight(SerializedProperty property, GUIContent label) | |
| { |
| /* | |
| * 通过降低float精度,去除无用的scale曲线 | |
| * 从而降低动画的存储占用、内存占用和加载时间. | |
| * | |
| * 使用方法 | |
| * 通过菜单Tools/Optimise/ClipOpt打开窗口, | |
| * 在Assets目录下选择要优化的动画,点击Optimize按钮,等待一段时间即可 | |
| */ | |
| using UnityEditor; |