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using UnityEngine; | |
public class AimhelperTarget : MonoBehaviour | |
{ | |
// @kurtdekker - nothing to see here; just put this | |
// on target GameObjects you want to assist-aim to. | |
// | |
// All the magic happen over in BasicAimHelper.cs | |
} |
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// @kurtdekker | |
// | |
// An ultra-basic bare-bones singleton: "There can only be one." | |
// - Simply access it via .Instance static property. | |
// - You cannot new another one up. You can't even new this one up. | |
// | |
// WARNING: be VERY careful about lifecycle of something like this | |
// in Unity! Unity runs Object constructors NOT on the main thread! | |
// | |
// For somewhat more useful constructs for a Unity context, check out these: |
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using UnityEngine; | |
using UnityEditor; | |
// @kurtdekker - easy cheesy add sphere colliders in a circle (for a torus) | |
// see notes below for how to make it go around a different axis | |
public class AddRingOfSphereColliders : EditorWindow | |
{ | |
int count = 24; | |
float largeRadius = 2.0f; |
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using UnityEngine; | |
using System; | |
//Original version of the ConditionalHideAttribute created by Brecht Lecluyse (www.brechtos.com) | |
//Modified by: - | |
[ AttributeUsage( AttributeTargets.Field ) ] | |
public class ConditionalHideAttribute : PropertyAttribute | |
{ | |
public readonly string ConditionalSourceField; |
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using UnityEngine; | |
// @kurtdekker | |
// | |
// ultra-simple core of "shuffle and pick" | |
// | |
// drop this on a blank GameObject and run | |
public class ShuffleAndPick : MonoBehaviour | |
{ |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
// @kurtdekker - ultra-simple XP to Level lookup table | |
// drop it on a blank GameObject to test it, look in the console | |
public class SearchXPTable : MonoBehaviour | |
{ | |
// CAUTION: This is subject to all of Unity3D's serialization rules!!! |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
// kurtdekker | |
// A looping downward attack like Angry Birds, Silver: Looping Legend | |
// | |
// To use: | |
// - put this on your Rigidbody2D object | |
// - send it flying |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
// @kurtdekker | |
// | |
// to use, just drop this onto a blank GameObject located where you want the rings | |
public class StarCastle : MonoBehaviour | |
{ |
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using UnityEngine; | |
// @kurtdekker | |
// | |
// An example "level definition" object. | |
// | |
// The purpose is to centralize all the things you need to | |
// present, select and launch a given level. | |
// | |
// To use: |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
// @kurtdekker | |
// To use: | |
// import a repeating sprite, FullRect | |
// drop it on a SpriteRenderer GameObject | |
// drop this on that same SpriteRenderer you want to be infinitely tiled | |
// |