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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
public class GameDirector : MonoBehaviour
{
//variables
public bool canControl = true; //control lock, if false, player can't click game buttons
public int buttonPressed = 0;
@pointcache
pointcache / gist:f0c30b87d427156b9a9defb8157614a7
Created September 6, 2016 04:16
unity Position Constraint
using UnityEngine;
using System.Collections;
public class PositionConstraint : MonoBehaviour
{
public Vector3 targetPosition; // The current position to constraint to, can be set manually if the target Transform is null
public Transform targetTransform; // Current target transform to constrain to, can be left null for use of provided Vector3
public Vector3 offset;
public bool
using UnityEngine;
using System.Collections;
using UnityEngine.Networking;
public class RotationConstraint : MonoBehaviour
{
/* to keep the rotation on one axis at zero, remove the target transform and enable that axis*/
public Vector3 targetRotation; // The current rotation to constraint to, can be set manually if the target Transform is null
using UnityEngine;
using System;
using System.Collections.Generic;
public class ParentConstraint : MonoBehaviour
{
public UpdateMethod updateMethod;
public enum UpdateMethod
{
update,
/// <summary>
/// Object that performs interpolation, works in tandem with Interpolator component
/// </summary>
public class TransformInterpolator
{
/// <summary>
/// target transform
/// </summary>
Transform transform;
/// <summary>
using UnityEngine;
using System;
using System.Collections.Generic;
//Create and call getcomponent through it instead.
public class ComponentCache
{
private GameObject owner;
private Dictionary<Type, Component> cache = new Dictionary<Type, Component>();
using UnityEngine;
using UnityEditor;
class TextureImportOverrides : AssetPostprocessor
{
void OnPreprocessTexture()
{
TextureImporter textureImporter = (TextureImporter)assetImporter;
using UnityEngine;
using System.Collections;
using UnityEditor;
using System;
public class FBXScaleOverride : AssetPostprocessor
{
int InModelCount;
void OnPreprocessModel()
@pointcache
pointcache / BoneDrawer.cs
Created January 3, 2017 00:46
Hierarchy Visualizer
#if UNITY_EDITOR
namespace pointcache.utility
{
using UnityEngine;
using System;
using System.Collections.Generic;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DebugPanel : MonoBehaviour
{
private static DebugPanel i;
private void Awake()
{
i = this;