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/*! | |
Math.uuid.js (v1.4) | |
http://www.broofa.com | |
mailto:[email protected] | |
Copyright (c) 2010 Robert Kieffer | |
Dual licensed under the MIT and GPL licenses. | |
*/ | |
/* |
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#include <windows.h> | |
#include <string> | |
#include <iostream> | |
using namespace std; | |
int main() { | |
string url; cin >> url; | |
url = "http://www.mcgov.co.uk/riddles/" + url + ".html"; | |
ShellExecute(NULL, "open", url.c_str(), "", ".", SW_SHOWNORMAL); | |
return 0; | |
} |
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''' | |
@author AlexHuleatt | |
Generate a simple, connected dungeon. Focus is on rooms, not maze-like features. | |
Output of get_dungeon is two sets: | |
1. A set of (y,x) tuples representing the position of walls | |
2. A set of (y,x) tuples representing the walls removed to make doors | |
Guaranteed connectedness between all open cells. |
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A collection of useful C# extension methods for the Unity engine. |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class Dungeon : MonoSingleton<Dungeon> | |
{ | |
[System.Serializable] | |
public class Position | |
{ | |
public int x = 0; |
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
// Modifications by David Leon. Copyright (c) 2017 Lince Works SL. MIT license (see license.txt) | |
Shader "ToonDeferredShading2017" { | |
Properties { | |
_LightTexture0 ("", any) = "" {} | |
_LightTextureB0 ("", 2D) = "" {} | |
_ShadowMapTexture ("", any) = "" {} | |
_SrcBlend ("", Float) = 1 | |
_DstBlend ("", Float) = 1 |
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using UnityEngine; | |
public class SimpleSoundManager:MonoBehaviour { | |
// Audio source | |
private AudioSource musicSrc; | |
private AudioSource effectSrc; | |
// Instance variable | |
private static SimpleSoundManager instance; | |
// Instance |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class MeshCut | |
{ | |
private static Plane blade; | |
private static Transform victim_transform; | |
private static Mesh victim_mesh; |
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// this code is under MIT License, by Robert Yang + others (credits in comments) | |
// a lot of this is based on http://wiki.unity3d.com/index.php?title=SkinnedMeshCombiner | |
// but I removed the atlasing stuff because I don't need it | |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
/// <summary> | |
/// Helper class that represents a parameterized vertex | |
/// </summary> | |
public class Vector3Param { | |
///bernstein polynomial packing |