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# Beweis Logarithmusregel | |
## Logarithmisch Differenzieren | |
**zz:** $ log_a(x) = \frac 1{x * ln(a)} $ | |
### teil 1: | |
##### sonderfall $ a = e $ → $ log_a = ln $ | |
**zz:** $ ln(x) = \frac1x$ | |
$$ e^{ln(x)} = x \ \ | \frac d{dx}$$ |
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## Arkustangenz ableiten | |
$ f(x) = tan(x) $ und $ \bar f = arctan(x)$ | |
$$ f(\bar f(x)) = x$$ | |
$$ \frac{\delta f(\bar f(x))}{\delta x} = \frac{\delta x}{\delta x} $$ | |
$$ \frac{\delta tan(arctan(x))}{\delta x} = \frac{\delta x}{\delta x} $$ |
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#if UNITY_EDITOR | |
namespace Editor { | |
using UnityEditor; | |
[CustomEditor(typeof(MonoBehaviour), true, isFallback = true)] | |
public class PositionHandleEditor : UnityEditor.Editor { | |
void OnSceneGUI() { | |
var t = target as MonoBehaviour; | |
if(t == null) return; |
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using System.Collections; | |
using UnityEngine; | |
// does need UnityStandardAssets > ImageEffects | |
// does not work if you use the ImageEffect "ScreenOverlay" on your camera for visual effects | |
// Usage: | |
// From a MonoBehaviour-Class: StartCoroutine(CameraFade.FadeOut(0.8f)); | |
// From inside a coroutine (if you want to wait for finished fading): yield return CameraFade.FadeOut(0.5f); | |
// From inside a coroutine (if you dont want to wait): CameraFade.FadeOut(0.5f); |
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/* | |
watching this video: https://unity3d.com/learn/tutorials/modules/advanced/scripting/procedural-cave-generation-pt1 | |
made me scream because of this much copy-and-paste the nested-loop thing | |
so here are a few workarounds: | |
*/ | |
int width = 3, height = 2; | |
int[,] fields = new int[height, width]; // (m x n)-matrix | |
// --------------------- |
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using UnityEngine; | |
public class HealthBarRenderer : MonoBehaviour { | |
/// <summary> | |
/// This attributes should be read from a unit's Health-Component | |
/// </summary> | |
[Header("Health Attributes")] | |
public int Health; | |
public int PhysicalShield; | |
public int MagicalShield; |
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using UnityEngine; | |
using System.Collections.Generic; | |
using UnityEditor; | |
[InitializeOnLoad] | |
public class MultiTransformClipboard { | |
const string ComponentName = "Transform"; | |
static MultiTransformClipboard() |
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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Events; | |
using UnityEngine.EventSystems; | |
using UnityEngine.UI; | |
namespace DefaultNamespace { | |
public class ClickWordInTextTest : MonoBehaviour, IPointerClickHandler{ | |
public Text TheTextComponent; // filled in the inspector or somewhere else |
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using UnityEngine; | |
namespace Assets.Soraphis.MiniScripts { | |
public class AdditionalTextAttribute : PropertyAttribute { | |
public readonly string Text; | |
public AdditionalTextAttribute(string text) { | |
Text = text; | |
} | |
} |
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/// <summary> | |
/// This class uses the decorator pattern and the Idisposable interface to allow a cleaner usage of raycast/spherecasts | |
/// or other physic quarrys, which should not hit the gameobject | |
/// </summary> | |
class PhysicsDisposable : IDisposable { | |
private static Stack<PhysicsDisposable> Pool = new Stack<PhysicsDisposable>(4); | |
private List<Collider> colliders = new List<Collider>(2); | |
private List<int> originalLayer; |
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