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using UnityEngine; | |
public static class ConfigurableJointExtensions | |
{ | |
/// <summary> | |
/// Sets a joint's targetRotation to match a given local rotation. | |
/// The joint transform's local rotation must be cached on Start and passed into this method. | |
/// </summary> | |
public static void SetTargetRotationLocal (this ConfigurableJoint joint, Quaternion targetLocalRotation, Quaternion startLocalRotation) | |
{ |
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using UnityEngine; | |
using System.Collections; | |
public static class Vibration | |
{ | |
#if UNITY_ANDROID && !UNITY_EDITOR | |
public static AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); | |
public static AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"); | |
public static AndroidJavaObject vibrator = currentActivity.Call<AndroidJavaObject>("getSystemService", "vibrator"); |
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[DllImport("gdi32.dll", EntryPoint = "DeleteObject")] | |
[return: MarshalAs(UnmanagedType.Bool)] | |
public static extern bool DeleteObject([In] IntPtr hObject); | |
public static ImageSource ToImageSource(this Bitmap bmp) | |
{ | |
var handle = bmp.GetHbitmap(); | |
try | |
{ | |
return Imaging.CreateBitmapSourceFromHBitmap(handle, IntPtr.Zero, Int32Rect.Empty, BitmapSizeOptions.FromEmptyOptions()); |
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private static string[] _persistentDataPaths; | |
public static bool IsDirectoryWritable(string path) { | |
try { | |
if (!Directory.Exists(path)) return false; | |
string file = Path.Combine(path, Path.GetRandomFileName()); | |
using (FileStream fs = File.Create(file, 1)) {} | |
File.Delete(file); | |
return true; | |
} catch { |
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ZigZag-Encoding | |
--------------- | |
Maps negative values to positive values while going back and | |
forth (0 = 0, -1 = 1, 1 = 2, -2 = 3, 2 = 4, -3 = 5, 3 = 6 ...) | |
(i >> bitlength-1) ^ (i << 1) | |
with "i" being the number to be encoded, "^" being | |
XOR-operation and ">>" would be arithemtic shifting-operation |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.U2D; | |
[ExecuteInEditMode] | |
public class SpriteWaterShape : MonoBehaviour | |
{ | |
public SpriteShapeController controller; |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System; | |
using System.Linq; | |
using System.Reflection; | |
[InitializeOnLoad] | |
public class RXLookingGlass | |
{ |
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/* | |
* Used for culling tiles in a map renderer I wrote. | |
* All tiles used geometry in the [-1, 1] range, and their mvp matrix would get precalculated. | |
* So it was simply a matter of seeing if their projected OBB overlapped with the screen's clip space. | |
* Returns true if the cube is visible. (false positives for near misses due to conservative w-value) | |
*/ | |
static inline bool MapTileFrustumCull(const mat4 mvp){ | |
// Clip space center of the cube is the last column of the matrix. | |
vec4 c = {mvp.m[12], mvp.m[13], mvp.m[14], mvp.m[15]}; | |
// Clip space extents are the component wise absolute values of the first three columns. |
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//MIT License | |
//Copyright (c) 2021 Felix Westin | |
//Source: https://github.com/Fewes/MinimalAtmosphere | |
//Ported to GLSL by Marcin Ignac | |
#ifndef ATMOSPHERE_INCLUDED | |
#define ATMOSPHERE_INCLUDED | |
// ------------------------------------- |
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Shader "WorldNormalFromDepthTexture" | |
{ | |
Properties { | |
[KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
LOD 100 |