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using UnityEngine;
public class ExampleScript : MonoBehaviour
{
[SerializeField]
private float floatValueRenamed;
[SerializeField]
private Camera cameraReferenceRenamed;
}
using UnityEngine;
public class ExampleScript : MonoBehaviour
{
[SerializeField]
private float floatValue;
[SerializeField]
private Camera cameraReference;
}
MonoBehaviour:
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BounceTowardPlayer : MonoBehaviour
{
[SerializeField]
[Range(0f, 1f)]
[Tooltip("0 = regular bounce ignoring player | 1 = direct to the player")]
private float bias = 0.5f;
using UnityEngine;
public class BallBouncer : MonoBehaviour
{
[SerializeField]
[Tooltip("Just for debugging, adds some velocity during OnEnable")]
private Vector3 initialVelocity;
[SerializeField]
private float minVelocity = 10f;
using UnityEngine;
using UnityEngine.UI;
public class SlidableMask : MonoBehaviour
{
[SerializeField]
private Slider slider;
private RectTransform rectTransform;
private Vector3 farLeft;
using UnityEngine;
[ExecuteInEditMode()]
public class RectTransformLockPosition : MonoBehaviour
{
private RectTransform rectTransform;
private Vector3 startPosition;
protected void Awake()
{
using System.Linq;
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();
}
}
var coinsByDistance = allCoins.OrderBy(Vector3.Distance(transform.position, t.transform.position);