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getHomeR :: Handler Html
getHomeR = do
docCount <- runDB $ count ([] :: [Filter Doc])
((_, docWidget), _) <- runFormPost addDocForm
((_, searchWidget), _) <- runFormGet searchForm
let docs = if docCount == 1
then "There is currently 1 document."
else "There are currently " ++ show docCount ++ " documents."
defaultLayout
[whamlet|
LogPlayLevel: Launcher Device ID: Android_ASTC@HT6940200958
LogPlayLevel: PlayLevel: No blueprints needed recompiling
LogCook:Display: Sandbox cleanup took 2.049 seconds
LogCook:Display: String asset reference resolve tried 1 did 0
LogRedirectors:Display: Timer ResolveTimeLoad 0.630877
LogRedirectors:Display: Timer ResolveTimeDelegate 0.000000
LogRedirectors:Display: Timer ResolveTimeTotal 0.634961
LogBlueprintCodeGen:Display: Nativization Summary - AnimBP:
LogBlueprintCodeGen:Display: Name, Children, Non-empty Functions (Empty Functions), Variables, FunctionUsage, VariableUsage
LogBlueprintCodeGen: GenerateStubs - all unconverted bp: 0, generated wrapers: 0
class Entity
{
public:
Entity(string name);
~Entity();
void SetParent(Entity* newParent);
bool HasTag(string toFind);
void AddTag(string toAdd);
template <class T>
struct Vec3
{
public:
T x;
T y;
T z;
Vec3() : x(0), y(0), z(0) {}
Vec3(T nx, T ny, T nz) : x(nx), y(ny), z(nz) {}
public bool enabled
{
get
{
return ParticleSystem.EmissionModule.GetEnabled(this.m_ParticleSystem);
}
set
{
ParticleSystem.EmissionModule.SetEnabled(this.m_ParticleSystem, value);
}
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Text;
public class CreateLayerConstants
{
const string CLASS_NAME = "LayerConstants";
const string FILE_PATH = "Assets/Scripts/Generated/";
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float2 uv2_MainTex; // lightmap uvs
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
public enum Test {
A = 1,
B = 2,
C = 3,
D = 4,
E = 5,
F = 6,
G = 7
}
public abstract class A
{
public int Foo = 1;
}
public class B : A
{
public int Bar = 2;
}
Shader "Custom/BasicOcclusionShader" {
Properties{
_OcclusionColor("Color", Color) = (1, 0, 1, 1)
}
SubShader {
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZTest Greater
ZWrite Off