- castlevania 3
- cho wakusei senki metafight (blaster master)
- mother
- downtown nekketsu monogatari (river city ransom)
| (cond (= <some future dynamic path>) | |
| (return-dynamic-content ...) | |
| <other dynamic paths> | |
| (static-files/file-exists? (:uri request)) (return-file ...) | |
| :else (return-404)) |
| EAGLContext *aContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; | |
| if (!aContext) { | |
| aContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1]; | |
| } |
| 0000: Combos Message | |
| 1111: Suzanne | |
| 1234: Moon | |
| 1957: J. Eagler Personal Account | |
| 8111: Another Suzanne account | |
| Invalid: | |
| 0007 | |
| 1007 | |
| 1112 |
| using UnityEngine; | |
| using System.Collections; | |
| public class HSVColor { | |
| // h = 0.0 -> 360.0, s = 0.0 -> 1.0, v = 0.0 -> 1.0 | |
| public static Color HSVToRGB(float h, float s, float v) { | |
| if(s == 0) { | |
| return new Color(v, v, v, 1); | |
| } |
| List<MyBaseClass> m_listOfObjects; // initialized somewhere else | |
| public T FindFirstObjectOfType<T>() where T: MyBaseClass | |
| { | |
| foreach(var toCheck in m_listOfObjects) | |
| { | |
| if(toCheck.getType() == typeof(T)) | |
| { | |
| return toCheck as T; | |
| } |
| var stack = new System.Diagnostics.StackTrace(true); | |
| foreach(var frame in stack.GetFrames ()) { | |
| if(!string.IsNullOrEmpty(frame.GetFileName())) { | |
| Debug.Log (frame.GetMethod () + ": " + frame.GetFileName() + ":" + frame.GetFileLineNumber()); | |
| } | |
| } |
| using UnityEngine; | |
| using System.Collections; | |
| /// <summary> | |
| /// A class for taking spectrum data & calculating the volume of various frequency bands. | |
| /// | |
| /// Notes: | |
| /// This doesn't do any smoothing, so wherever you leverage these values you'll probably want to do something. | |
| /// In my project I immediately jump to any higher value, and then have it decay over time at a fixed rate. | |
| /// </summary> |
| using UnityEngine; | |
| using System.Collections; | |
| public class RotateObject : MonoBehaviour { | |
| public float RotationPerPixelMovement = 1.0f; | |
| GameObject _toRotate; | |
| bool _rotating = false; | |
| Vector3 _lastPosition; |
| #define CR_START(n) { int *crptr = (n); switch(*crptr) { case 0: | |
| #define CR_YIELD_VOID do { *crptr =__LINE__; return; case __LINE__:;}while(0); | |
| #define CR_YIELD(x) do { *state =__LINE__; return x; case __LINE__:; }while(0); | |
| #define CR_END }} | |
| typedef struct | |
| { | |
| float vol; | |
| float duration; | |
| }WILLIAMS_CONFIG; |