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using namespace RSG; | |
namespace PromisePlatformLayerUnity | |
{ | |
public class UnityPromisePlatformLayer : MonoBehaviour | |
{ | |
static IPromiseTimer gTimer = new ThreadsafePromiseTimer(); | |
// Public access to the promise timer | |
public static IPromiseTimer Timer { get { return gTimer; } } |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using UnityEngine; | |
namespace ZS.Tools | |
{ | |
/// <summary> | |
/// Provides means to deep-copy a TerrainData object because Unitys' built-in "Instantiate" method |
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using UnityEngine; | |
using System.Collections; | |
namespace ZS.Tools | |
{ | |
/// <summary> | |
/// Adjusts the camera viewport so the actually drawn portion is always of a specific aspect ratio, | |
/// uninfluenced by the actual screen size. The viewport maximize its covered space. | |
/// </summary> | |
[RequireComponent(typeof(Camera)), ExecuteInEditMode] |
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// Copyright (c) 2015 Z-Software GmbH | |
// http://www.z-software.net/ | |
// Author: Oliver Iking | |
// | |
// | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files (the "Software"), to deal | |
// in the Software without restriction, including without limitation the rights | |
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
// copies of the Software, and to permit persons to whom the Software is |
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#!/bin/sh | |
# SVN post-commit hook that triggers a team city build with the modified branch | |
# and with the provided changeset | |
REPOS="$1" | |
REV="$2" | |
TXN_NAME="$3" | |
tcApi="https://teamcity/httpAuth/app/rest/buildQueue" |
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namespace ZS.Tools | |
{ | |
using System; | |
using System.Globalization; | |
using System.Text; | |
/// <summary> | |
/// The safe double class is mainly a interface between doubles and | |
/// their string representation. Traditional string representations of | |
/// doubles suffer from lossy precision. i.e. converting doubles to strings |
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// Hack to avoid creating lots of garbage by creating long[] arr = new long[2]; | |
// There may be ways to implement this in a better way | |
// But all of them coming to my mind involve unsafe code | |
// Quickly breaks down when trying to emulate larger arrays | |
// -> then using switch() to select the right values | |
// -> Some compilers will optimize the switch() as a binary search, but still - Unsafe implementation can be O(1)! | |
struct ulong2 | |
{ | |
ulong l0; | |
ulong l1; |
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namespace Game.Camera | |
{ | |
using UnityEngine; | |
/// <summary> | |
/// Applies a custom LOD bias factor to rendering when attached to a camera | |
/// </summary> | |
[RequireComponent(typeof(Camera))] | |
class CustomLodBias : MonoBehaviour | |
{ |
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using UnityEngine; | |
class CustomComponent : MonoBehaviour | |
{ | |
// Configure custom world-space bounds as you like in the editor | |
public Bounds CustomFocusBounds; | |
} |
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namespace UnityEditor.AddressableAssets.Settings | |
{ | |
/// <summary> | |
/// Adapter to provide a public API into <seealso cref="ProjectConfigData"/> internals. | |
/// </summary> | |
public static class ProjectConfigDataAdapter | |
{ | |
public static bool generateBuildLayout | |
{ | |
get => ProjectConfigData.generateBuildLayout; |