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@echo off | |
setlocal | |
REM Config section, change if required | |
set REG=C:\Windows\System32\reg.exe | |
set DEBUGGER=vsjitdebugger.exe | |
REM Config section end | |
set method=enable | |
set debugExe= |
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if ( Physics.Raycast( | |
new Vector3( | |
thisTransform.position.x-0.3f, | |
thisTransform.position.y, | |
thisTransform.position.z+1f), | |
-Vector3.up, out hit, 0.7f, groundMask) || | |
Physics.Raycast( | |
new Vector3( | |
thisTransform.position.x+0.3f, | |
thisTransform.position.y, |
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using UnityEngine; | |
using System.Collections; | |
public class FadeSprite : MonoBehaviour { | |
public enum FadeDirection { FadeOut, FadeIn } | |
public FadeDirection Direction = FadeDirection.FadeOut; | |
public float Speed = 0.0f; |
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var absoluteAirVelocity = Mathf.Abs(movement.inAirVelocity.x); | |
if (absoluteAirVelocity < movement.inAirMinSpeed) | |
{ | |
movement.inAirVelocity = Vector3(Mathf.Sign(h), 0, 0) | |
* movement.inAirMinSpeed; | |
} | |
else if (absoluteAirVelocity > movement.inAirMaxSpeed) | |
{ | |
movement.inAirVelocity = Vector3(Mathf.Sign(h), 0, 0) | |
* movement.inAirMaxSpeed; |
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var collisionAbove = ((controller.collisionFlags & CollisionFlags.Above) != 0); | |
if(collisionAbove) | |
{ | |
if(movement.verticalSpeed>0) | |
{ | |
movement.verticalSpeed = -1 * movement.verticalSpeed/-2.0; | |
} | |
} |
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if( | |
// NEW instead of movement.isMoving | |
movement.speed>movement.walkSpeed/10 | |
&& !"runRight".Equals(sprite._animFrameset)) | |
{ | |
sprite.PlayLoop("runRight"); | |
// NEW adapt playback speed based on movement speed | |
sprite.speed = movement.speed/movement.walkSpeed; |
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//FightCode can only understand your robot | |
//if its class is called Robot | |
var Robot = function(robot) { | |
}; | |
Robot.prototype.onIdle = function(ev) { | |
var robot = ev.robot; | |
robot.ahead(10); | |
robot.rotateCannon(10); |
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[TestFixture] | |
public class ActionAttributeDemoTest : ITempDirectoryTest | |
{ | |
public string TemporaryDirectoryToStoreTestData { get; set; } | |
[Test] | |
public void ITempDirectoryTest_ImplementsInterface_TemporaryDirectoryIsCreatedAutomatically() | |
{ | |
Assert.That(Directory.Exists(TemporaryDirectoryToStoreTestData), Is.True); | |
} |
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using UnityEngine; | |
using System.Collections; | |
/// <summary> | |
/// Published prior to Ludum Dare 29 | |
/// | |
/// Simple Unity3D script to create scrolling credits | |
/// | |
/// How to use: | |
/// |
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The difference between the request with a JWT token and the request without, is that the former was validated by the Request Authentication filter and gets the claims stored in its connection filter metadata, meanwhile the latter lacks those. |