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
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| |
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
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 |
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
class Entity | |
{ | |
public: | |
Entity(string name); | |
~Entity(); | |
void SetParent(Entity* newParent); | |
bool HasTag(string toFind); | |
void AddTag(string toAdd); |
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
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) {} |
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
public bool enabled | |
{ | |
get | |
{ | |
return ParticleSystem.EmissionModule.GetEnabled(this.m_ParticleSystem); | |
} | |
set | |
{ | |
ParticleSystem.EmissionModule.SetEnabled(this.m_ParticleSystem, value); | |
} |
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 System.IO; | |
using System.Text; | |
public class CreateLayerConstants | |
{ | |
const string CLASS_NAME = "LayerConstants"; | |
const string FILE_PATH = "Assets/Scripts/Generated/"; |
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
sampler2D _MainTex; | |
struct Input { | |
float2 uv_MainTex; | |
float2 uv2_MainTex; // lightmap uvs | |
}; | |
half _Glossiness; | |
half _Metallic; | |
fixed4 _Color; |
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
public enum Test { | |
A = 1, | |
B = 2, | |
C = 3, | |
D = 4, | |
E = 5, | |
F = 6, | |
G = 7 | |
} |
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
public abstract class A | |
{ | |
public int Foo = 1; | |
} | |
public class B : A | |
{ | |
public int Bar = 2; | |
} |
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
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 |