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using System.IO; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEngine; | |
public class CleanEmptyFoldersEditorExtension : EditorWindow | |
{ | |
private static string deletedFolders; | |
[MenuItem("Tools/Clean Empty Folders")] |
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using TMPro; | |
using UnityEngine; | |
using UnityEngine.UI; | |
public class SliderValueText : MonoBehaviour | |
{ | |
[SerializeField] | |
[Tooltip("The text shown will be formatted using this string. {0} is replaced with the actual value")] | |
private string formatText = "{0}°"; |
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using UnityEngine; | |
public class Cannon : MonoBehaviour | |
{ | |
[SerializeField] | |
private Rigidbody cannonballInstance; | |
[SerializeField] | |
[Range(10f, 80f)] | |
private float angle = 45f; |
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private GameObject GetNearestGameObject(List<GameObject> gameObjectsToConsider) | |
{ | |
float smallestDistance = Mathf.Infinity; | |
GameObject nearestGameObject; | |
foreach(var go in gameObjectsToConsider) | |
{ | |
var distance = Vector3.Distance(transform.position, go.transform.position); | |
if (distance < smallestDistance) | |
{ |
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var nearest = gameObjectsToConsider | |
.OrderBy(t=> Vector3.Distance(transform.position, t.transform.position) | |
.FirstOrDefault(); |
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var enemiesToTarget = allEnemies.OrderBy(t => t.Health).Take(numberICanTarget); |
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var dogsInOrder = allDogs.OrderBy(t=> t.Color) | |
.ThenBy(t=> t.Size); |
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var coinsByDistance = allCoins.OrderBy(Vector3.Distance(transform.position, t.transform.position); |
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var coinsByDistance = allCoins.OrderBy(Vector3.Distance(transform.position, t.transform.position); | |
yield return new WaitForSeconds(1f); // Vector3.Distance hasn't called once, everything's still deffered | |
if (Input.GetKeyDown(KeyCode.A)) | |
{ | |
foreach (var coin in coinsByDistance) // This iteration makes the LINQ statement execute. | |
{ | |
coin.DoSomething(); | |
} | |
} |
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using System.Linq; |