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nevernotsean / gsap-fadetoggle.js
Created August 28, 2016 16:58
GSAP-FadeToggle
function fadeToggle(el1, el2, callback) {
var tl = new TimelineMax()
var fadeOutEl = el1
var fadeInEl = el2
var t = 0.3
var checkVis = function() {
var o = []
if (el1.css('display') !== 'none') {
@nevernotsean
nevernotsean / gulpfile.js
Last active August 9, 2017 01:38 — forked from dverbovyi/gulpfile.js
ES6 project with Gulp, Sass, Babel & Browserify
// An awesome and slightly modified gulp, babel, sass workflow via https://gist.github.com/dverbovyi/7f71879bec8a16847dee
var browserify = require('browserify'),
gulp = require('gulp'),
sourcemaps = require('gulp-sourcemaps'),
sass = require('gulp-sass'),
autoprefixer = require('gulp-autoprefixer'),
source = require('vinyl-source-stream'),
buffer = require('vinyl-buffer'),
browserSync = require('browser-sync')
@nevernotsean
nevernotsean / EditPrefab.cs
Created March 9, 2018 07:01 — forked from ulrikdamm/EditPrefab.cs
Unity editor script for better editing of prefabs. Put in Assets/Editor.
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
// Adds a "Edit Prefab" option in the Assets menu (or right clicking an asset in the project browser).
// This opens an empty scene with your prefab where you can edit it.
// Put this script in your project as Assets/Editor/EditPrefab.cs
public class EditPrefab {
static Object getPrefab(Object selection) {
@nevernotsean
nevernotsean / AddHierarchySeparator.cs
Created March 9, 2018 07:13
Place in Assets/Editor to give the Unity Object List Separators, Right click and add > Custom
/* MIT License Copyright (c) 2018 Uvi Vagabond, UnityBerserkers Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
@nevernotsean
nevernotsean / MouseCursorContext
Created August 24, 2018 14:43
MouseContext Component
import React, { Component } from 'react';
const {
Provider: MouseCursorProvider,
Consumer: MouseCursorContextConsumer
} = React.createContext();
export class MouseCursorContextProvider extends Component {
state = {
screenX: null,
@nevernotsean
nevernotsean / linearmap.js
Last active March 8, 2019 16:39 — forked from remy/map.js
function linearmap(x, in_min, in_max, out_min, out_max) {
return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
}
@nevernotsean
nevernotsean / TinyTween.cs
Created March 18, 2019 21:15
A single file tween library in C# with support built in for XNA and Unity data types. MIT License.
// TinyTween.cs
//
// Copyright (c) 2013 Nick Gravelyn
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software
// and associated documentation files (the "Software"), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge, publish, distribute,
// sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
using System;
#if UNITY
using UnityEngine;
using Math = UnityEngine.Mathf;
#endif
static public class Easings
{
/// <summary>
/// Constant Pi.
@nevernotsean
nevernotsean / ObjectMinder.cs
Created August 16, 2019 17:45
Object Minder - Keeps In-Game Object Changes in Sync with Editor
//Made by Filmstorm - Author: Kieren Hovasapian
//Object Minder - Keeps In-Game Object Changes in Sync with Editor
using System.Collections;
using System.IO;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[ExecuteInEditMode]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityAtoms.BaseAtoms;
public class UnityAtoms_UI_Hearts_Bar : MonoBehaviour
{
[SerializeField] private FloatVariable _Value;
public float Value { set { _Value.Value = value; } get { return _Value.Value; } }