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
| // ==UserScript== | |
| // @name Misskey Danbooru Checker | |
| // @namespace https://github.com/ | |
| // @version 2.0 | |
| // @description A unified, cached, and more informative Danbooru checker for Misskey notes. | |
| // @author srndpty | |
| // @match https://misskey.io/* | |
| // @connect danbooru.donmai.us | |
| // @grant GM.xmlHttpRequest | |
| // @grant GM_addStyle |
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 System.IO; | |
| namespace ZapAll | |
| { | |
| class Program | |
| { | |
| private static readonly char separator = Path.DirectorySeparatorChar; | |
| static void Main(string[] args) | |
| { |
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
| (function () { | |
| $(document).ready(function(){ | |
| $('a[href*="jump.php"]').each(function(){ | |
| var oldUrl = $(this).attr("href"); // Get current url | |
| var newUrl = oldUrl.replace("/jump.php?", ""); // Create new url | |
| $(this).attr("href", decodeURIComponent(newUrl)); // Set herf value | |
| }); | |
| }); | |
| })(); |
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
| // based on UI-Default.shader which is available on https://unity3d.com/get-unity/download/archive | |
| Shader "Custom/RainbowGradient" | |
| { | |
| Properties | |
| { | |
| [HideInInspector] [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
| [HideInInspector] _Color ("Tint", Color) = (1,1,1,1) | |
| [HideInInspector] _StencilComp ("Stencil Comparison", Float) = 8 | |
| [HideInInspector] _Stencil ("Stencil ID", Float) = 0 | |
| [HideInInspector] _StencilOp ("Stencil Operation", Float) = 0 |
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
| #include <cmath> | |
| struct vec3 | |
| { | |
| float x, y, z; | |
| }; | |
| float length(vec3 v) | |
| { | |
| return sqrt(v.x * v.x + v.y * v.y + v.z * v.z); |
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 System.Collections; | |
| public class MinMaxSliderAttribute : PropertyAttribute | |
| { | |
| public readonly float max; | |
| public readonly float min; | |
| public MinMaxSliderAttribute(float min, float max) | |
| { |
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 System.Collections; | |
| using UnityEditor; | |
| using System.Linq; | |
| [CanEditMultipleObjects] | |
| [CustomEditor(typeof(Transform))] | |
| public class TransformInspector : Editor | |
| { | |
| enum TargetType |
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
| /// <summary> | |
| /// レイヤーを指定して消去するコマンド | |
| /// </summary> | |
| public class AdvCommandLayerOff : AdvCommand | |
| { | |
| string layerName; | |
| float fadeTime; | |
| float waitEndTime; | |
| public AdvCommandLayerOff(StringGridRow row) |
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
| internal class AdvCommandCharacter2 : AdvCommandCharacter | |
| { | |
| public static List<string> concurrectLayers = new List<string>(); | |
| public static bool toBeCleared = false; | |
| public AdvCommandCharacter2(StringGridRow row, AdvSettingDataManager dataManager) | |
| : base(row, dataManager) | |
| { | |
| } |
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
| Shader "Custom/TestShading" { | |
| Properties { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| } | |
| SubShader { | |
| Tags { "RenderType" = "Opaque" } | |
| CGPROGRAM | |
| #pragma surface surf Lambert | |
| struct Input { | |
| float4 color : COLOR; |