This file contains hidden or 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
(async function get() { | |
const publisher_id = 20835; | |
const period = 48; //months | |
function nextMon(current) { | |
let mon = --current[1]; | |
let year = current[0]; | |
if (mon < 1) { | |
year--; |
This file contains hidden or 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; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
public class ReadOnlyAttribute : PropertyAttribute | |
{ | |
} | |
#if UNITY_EDITOR |
This file contains hidden or 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
private void DrawLevel() | |
{ | |
var selectedChords = m_selectedLevel.GetChords(m_selectedX, m_selectedY); | |
EditorGUILayout.BeginVertical(GUILayout.Width(24)); | |
for (var y = 0; y < LevelData.Y_SIZE; y++) | |
{ | |
EditorGUILayout.BeginHorizontal(); | |
for (var x = 0; x < LevelData.X_SIZE; x++) | |
{ |
This file contains hidden or 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
#if ENABLE_VSTU | |
using System; | |
using System.IO; | |
using System.Linq; | |
using System.Text; | |
using System.Xml.Linq; | |
using UnityEditor; | |
using SyntaxTree.VisualStudio.Unity.Bridge; |
This file contains hidden or 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 UnityEngine.EventSystems; | |
/// <summary> | |
/// A StandaloneInputModule replacement that only shows the mouse cursor if the mouse is active. | |
/// If keyboard or controller input is detected, the cursor is disabled. If mouse input is | |
/// detected, the cursor is enabled. | |
/// | |
/// This also has an optional setting to disable clearing the input focus when clicking on | |
/// an empty part of the screen. |
This file contains hidden or 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 UnityEditor.Callbacks; | |
using System; | |
using System.IO; | |
public static class CopyFilesBuildPostProcessor | |
{ | |
private const string PathToCopy = "PathToFiles"; |
This file contains hidden or 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
[PostProcessBuild] | |
public static void OnPostProcessBuild(BuildTarget buildTarget, string pathToBuildProject) | |
{ | |
if (buildTarget != BuildTarget.iOS) | |
return; | |
StripMethods(pathToBuiltProject); | |
} | |
private static string[] s_stripList = |
This file contains hidden or 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
#define BINKGL_LIST \ | |
/* ret, name, params */ \ | |
GLE(void, LinkProgram, GLuint program) \ | |
GLE(void, GetProgramiv, GLuint program, GLenum pname, GLint *params) \ | |
GLE(GLuint, CreateShader, GLenum type) \ | |
GLE(void, ShaderSource, GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length) \ | |
GLE(void, CompileShader, GLuint shader) \ | |
GLE(void, GetShaderiv, GLuint shader, GLenum pname, GLint *params) \ | |
GLE(void, GetShaderInfoLog, GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) \ | |
GLE(void, DeleteShader, GLuint shader) \ |