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using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour {
void Start() {
Do (Func);
Do (Proc);
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MyEnumerator : IEnumerator {
Func<bool> predicate;
IEnumerator routine;
public bool MoveNext() {
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class EnumRewriter : MonoBehaviour {
public MonoScript script;
readonly string fieldName = "week";
readonly Dictionary<int,int> dict = new Dictionary<int, int>() {
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
[System.Serializable]
public class AsyncObject {
private bool useAsync;
private bool isActive;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using System;
using UnityEngine;
public class TaskDistributionRequest {
public Action OnReq { private set; get; }
public Action OnDist { private set; get; }
public Action OnComplete { private set; get; }
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using System.Diagnostics;
using System;
using UnityEngine;
public class AsyncUpdateManager : MonoBehaviour {
public float fps { set; get; }
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System;
using UnityEngine;
public class ResourcePipelineManager : MonoBehaviour {
private static ResourcePipelineManager instance;
public static ResourcePipelineManager Instance {
Shader "Tools/WorldGrid" {
Properties {
_BaseColor ("Base Color", Color) = (0.5,0.5,0.5,1)
_CellSize ("Cell Size", Float) = 10
_GridSize ("Grid Size", Float) = 0.5
_LineColor ("Line Color", Color) = (0,0,0,1)
_LargeCellSize ("Large Cell Size", Float) = 100
_LargeGridSize ("Large Grid Size", Float) = 1
_LargeLineColor ("Large Line Color", Color) = (1,0.5,0,1)
}
Shader "Wireframe/UnlitReproduct" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
[Header(Wireframe)]
_Color ("Color", Color) = (1,1,1,1)
_Width ("Width", Float) = 0.005
[Header(World)]
_HeightOffset ("Height Offest", Float) = 0
Shader "Wireframe/Unlit" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_Width ("Width", Float) = 0.005
}
SubShader {
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off