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public static class UnityExtensions | |
{ | |
public static Transform FindDeepChild(this Transform aParent, string aName) | |
{ | |
Queue<Transform> queue = new Queue<Transform>(); | |
queue.Enqueue(aParent); | |
while (queue.Count > 0) | |
{ | |
var c = queue.Dequeue(); | |
if (c.name == aName) return c; |
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using InternalRealtimeCSG; | |
using RealtimeCSG.Components; | |
using UnityEditor; | |
using UnityEditor.Build; | |
using UnityEditor.Build.Reporting; | |
using UnityEngine; | |
/// <summary> | |
/// Created: 03-19-2019 | |
/// Updated: |
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Shader "Graphy/Graph Custom" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
_Color("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0 | |
_LineThickness("Line Thickness", Int) = 1 | |
_GoodColor("Good Color", Color) = (1,1,1,1) |
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/* --------------------------------------- | |
* Author: Martin Pane (martintayx@gmail.com) (@tayx94) | |
* Collaborators: Lars Aalbertsen (@Rockylars) | |
* Project: Graphy - Ultimate Stats Monitor | |
* Date: 15-Dec-17 | |
* Studio: Tayx | |
* | |
* This project is released under the MIT license. | |
* Attribution is not required, but it is always welcomed! | |
* -------------------------------------*/ |
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for (int u = 0; u < blocks.Length; u++) | |
for (int v = 0; v < blocks[u].Span.Length; v++) | |
{ | |
Block block = blocks[u]; | |
Span span = blocks[u].Span[v]; | |
// If there is a style, it has a list style, and it's list type isn't "None" | |
if (span.Text.Trim().Length > 0 && | |
block.Style != null && | |
block.Style.ListStyle != null && | |
block.Style.ListStyle.ListType != "None") |
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public class SpriteSheetActivity extends Activity | |
{ | |
// Our object that will hold the view and | |
// the sprite sheet animation logic | |
GameView gameView; | |
@Override | |
public void onCreate(Bundle savedInstanceState) | |
{ |