This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#define DEBUG_LEVEL_LOG | |
#define DEBUG_LEVEL_WARN | |
#define DEBUG_LEVEL_ERROR | |
using UnityEngine; | |
using System.Collections; | |
// setting the conditional to the platform of choice will only compile the method for that platform |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* ************************************************************************** | |
Copyright 2012 Calvin Rien | |
(http://the.darktable.com) | |
Derived from a method in BuildManager, part of | |
VoxelBoy's Unite 2012 Advanced Editor Scripting Talk. | |
(http://bit.ly/EditorScripting) | |
Licensed under the Apache License, Version 2.0 (the "License"); | |
you may not use this file except in compliance with the License. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
{ | |
"group": "KKKeychain", | |
"libs": [], | |
"frameworks": ["Security.framework"], | |
"headerpaths": [], | |
"files": [], | |
"folders": ["iOS/KKKeychain/"], | |
"excludes": ["^.*.meta$", "^.*.mdown$", "^.*.pdf$"] | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.Callbacks; | |
using UnityEditor.XCodeEditor; | |
using System.IO; | |
public static class XCodePostProcess | |
{ | |
[PostProcessBuild] | |
public static void OnPostProcessBuild( BuildTarget target, string path ) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Show hidden characters
{ | |
// You probably want to configure this to something of your own. | |
// ${home}, ${env:<variable>}, ${project_path:} and ${folder:} tokens can be used in the completesharp_assemblies option. | |
// | |
// ${home} is replaced with the value of the HOME environment variable. | |
// | |
// ${env:<variable>} is replaced with the "variable" environment variable. | |
// | |
// ${project_path:} tries to find a file with the given name in all the registered project folders and | |
// returns the first file found, or the original file name if none is found. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* | |
* MethodSwizzle.h | |
* | |
* Copyright (c) 2007-2011 Kent Sutherland | |
* | |
* 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, |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// | |
// | |
// Created by Wang Wei(@onevcat) on 2013-3-27. | |
// Copyright (c) 2013 Kayac. All rights reserved. | |
// | |
using System; | |
using System.Reflection; | |
public static class ObjectPrivate { | |
public static T GetPrivateField<T>(this object obj, string name) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
/// <summary> | |
/// Random click test. Drag this script to any gameObject in the scene and it will "click" NGUI's UIButton automaticlly for you. (In fact it send messages to UIButtonMessage) | |
/// </summary> | |
public class RandomClickTest : MonoBehaviour { |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/// TaskManager.cs | |
/// Copyright (c) 2011, Ken Rockot <[email protected]>. All rights reserved. | |
/// Added a inline delegate to it. @onevcat | |
/// Everyone is granted non-exclusive license to do anything at all with this code. | |
/// | |
/// This is a new coroutine interface for Unity. | |
/// | |
/// The motivation for this is twofold: | |
/// | |
/// 1. The existing coroutine API provides no means of stopping specific |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using UnityEngine; | |
using Debug = UnityEngine.Debug; | |
using Object = UnityEngine.Object; | |
class ConditionalBehaviour : MonoBehaviour | |
{ | |
public float SinceAlive; | |
public Action Action; |