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RaycastHit hitInfo; | |
Ray worldRay = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition); | |
return Physics.Raycast(worldRay, out hitInfo); | |
if (Event.current.type == EventType.MouseDown) { | |
// el usuario hizo click en la escena! | |
GUIUtility.hotControl = GUIUtility.GetControlID(FocusType.Passive); | |
Event.current.Use(); | |
// las dos líneas de código anteriores cancelan el evento. | |
} |
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public static GameObject SafePrefabInstantiate(GameObject reference){ | |
return SafePrefabInstantiate(reference,Vector3.zero,Quaternion.identity); | |
} | |
public static GameObject SafePrefabInstantiate (GameObject reference, | |
Vector3 position, | |
Quaternion rotation) { | |
#if UNITY_EDITOR | |
if (Application.isPlaying) { | |
return GameObject.Instantiate(reference, position, rotation); |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class ThingCreator : MonoBehaviour { | |
public GameObject prototype; | |
public Transform positionIndicator; | |
void Update () { | |
if (Input.GetKeyDown(KeyCode.Space)) { |
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public interface IMage { | |
public Mage Mage { get; } | |
} |
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public static string ToggleGroup (string current, string[] options) { | |
foreach (string option in options) { | |
if (GUILayout.Toggle(current == option, option, "Button")) { | |
current = option; | |
} | |
} | |
return current; | |
} |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class Practice : MonoBehaviour { | |
public float radius = 3; | |
public GameObject prototype; | |
public List<GameObject> r; | |
public List<GameObject> Search () { |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
[CustomEditor(typeof(Prueba))] | |
public class PruebaEditor : Editor { | |
Prueba Target { get => (Prueba) target; } | |
void OnSceneGUI () { | |
Ray rayo = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition); |
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public Vector3 ThrowBall (Vector3 origin, Vector3 destination, | |
float overHeight = 0.5f, bool hProportionalToDistance = true, | |
float maximumDistanceToCapHeight = 1) { | |
Vector3 force = Vector3.zero; | |
float distance = (Utils.SetY(0, origin) - Utils.SetY(0, destination)).magnitude; | |
float height = Mathf.Abs(origin.y - destination.y) + overHeight * | |
(hProportionalToDistance? Mathf.Max(maximumDistanceToCapHeight, distance): 1); | |
float gravity = Physics.gravity.magnitude; |
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using SimpleJSON; | |
JSONNode parsed = JSON.Parse(request.downloadHandler.text); | |
list.list.Add(new OnlineListData.OnlineMediaData() { url = parsed[i]["url"], title = parsed[i]["title"] }); |
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using UnityEngine; | |
using UnityEngine.InputSystem; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
// jugando con el vibrador del gamepad... | |
// a mi me pasó que la primera vez que intenté usar el vibrador no me funcionó porque Unity dejaba de detectar mi gamepad | |
// de forma intermitente... uso un control de PS4 que me da montón de problemas! | |
// para probarlo, dale play, y mueve el stick izquierdo de tu control, debería vibrar intermitentemente... |