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import OutlineSpriteFX from './OutlineSpriteFx'; | |
export default class MyScene extends Phaser.Scene { | |
create() { | |
const pipeline:OutlineSpriteFX = this.renderer.pipelines.add('OutlineSpriteFX', new OutlineSpriteFX(this.game)); | |
pipeline.thickness = 3; | |
pipeline.color.setFromRGB(Phaser.Display.Color.IntegerToRGB(0xff3333)); | |
const sprite = this.add.sprite(100, 100, 'someSprite'); |
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# in a terminal | |
# python -m pip install --user opencv-contrib-python numpy scipy matplotlib ipython jupyter pandas sympy nose | |
import cv2 | |
import pandas as pd | |
import numpy as np | |
import imutils | |
from scipy.spatial import distance as dist | |
from imutils import perspective |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using System.Collections.Generic; | |
using System.IO; | |
// Scene selection |
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// Shader created with Shader Forge v1.38 | |
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ | |
// Note: Manually altering this data may prevent you from opening it in Shader Forge | |
/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:2,rntp:3,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:1,fgcg:1,fgcb:1,fgca:1,fgde:0.01,fgrn:5,fgrf:15,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:4904,x:33076,y:32617,varname:node_4904,prsc:2|diff-5996-OUT,clip-8651-A;n:type:ShaderForge.SFN_Color,id:848,x:32 |
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using UnityEditor; | |
using System.Reflection; | |
using System; | |
public static class ConsoleUtilitiesEditor | |
{ | |
[MenuItem("Tools/Clear Console %#c")] // Cmd/Ctrl + Shift + C | |
private static void ClearConsoleMenuItem() | |
{ | |
ClearConsole(); |
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using UnityEngine; | |
public static class Colors | |
{ | |
public static readonly Color AbsoluteZero = new Color32( 0, 72, 186, 255 ); | |
public static readonly Color Acajou = new Color32( 76, 47, 39, 255 ); | |
public static readonly Color AcidGreen = new Color32( 176, 191, 26, 255 ); | |
public static readonly Color Aero = new Color32( 124, 185, 232, 255 ); | |
public static readonly Color AeroBlue = new Color32( 201, 255, 229, 255 ); | |
public static readonly Color AfricanViolet = new Color32( 178, 132, 190, 255 ); |
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io.on('connection', function(socket){ | |
/* 'connection' is a special event fired on the server when any new connection is made */ | |
}) | |
socket.on('disconnect', function(){ | |
/* When this individual socket has disconnected, this special event fires */ | |
}) | |
/* This will send the event 'foobar' with the data to | |
every connected to socket */ |
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// Unity C# Cheat Sheet | |
// I made these examples for students with prior exerience working with C# and Unity. | |
// Too much? Try Unity's very good tutorials to get up to speed: https://unity3d.com/learn/tutorials/topics/scripting |
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using UnityEngine; | |
using System.Collections; | |
using System.Runtime.InteropServices; | |
[ExecuteInEditMode] | |
public class ParticlePerlinTurbulence | |
: MonoBehaviour | |
{ | |
private ParticleSystem system; | |
private ParticleSystem.Particle[] particles; |
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