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using UnityEditor;
[CustomEditor( typeof( Guid ) )]
class GuidInspector : Editor
{
void OnEnable()
{
Guid guid = (Guid)target;
FormatException: Invalid format for Guid.Guid(string).
System.Guid+GuidParser.ThrowFormatException () (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Guid.cs:94)
System.Guid+GuidParser.ParseChar (Char c) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Guid.cs:150)
System.Guid+GuidParser.ParseGuid2 () (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Guid.cs:210)
System.Guid+GuidParser.Parse () (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Guid.cs:244)
System.Guid..ctor (System.String g) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Guid.cs:294)
Guid.get_guid () (at Assets/Scripts/Saving/Guid.cs:16)
GuidInspector.OnInspectorGUI () (at Assets/Scripts/Saving/GuidInspector.cs:22)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean forceDirty, System.Boolean& showImport
using UnityEngine;
public class Guid : MonoBehaviour
{
[SerializeField]
private string guidAsString;
private System.Guid _guid;
public System.Guid guid
{
@SteveSwink
SteveSwink / Error
Created May 22, 2015 15:34
warning CS2029: Invalid conditional define symbol `4'
warning CS2029: Invalid conditional define symbol `4'
Assets/Scripts/Creatures/Goomba.cs(44,31): warning CS0108: `Goomba.sm' hides inherited member `Enemy.sm'. Use the new keyword if hiding was intended
Assets/Scripts/Creatures/Enemy.cs(74,38): (Location of the symbol related to previous warning)
Assets/Scripts/Creatures/Goomba.cs(143,14): warning CS0108: `Goomba.DetectRadius<T>()' hides inherited member `Enemy.DetectRadius<T>()'. Use the new keyword if hiding was intended
Assets/Scripts/Creatures/Enemy.cs(86,21): (Location of the symbol related to previous warning)
Assets/Scripts/Creatures/Goomba.cs(163,21): warning CS0114: `Goomba.DoThingAtSizeThreshold(Enemy.Size)' hides inherited member `Enemy.DoThingAtSizeThreshold(Enemy.Size)'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword
Assets/Scripts/Creatures/Enemy.cs(275,29): (Location of the symbol related to previous warning)
Assets/Scripts/Creatures/Spider.cs(33,31): warning CS0108: `Spider.sm'
@SteveSwink
SteveSwink / LockCursor.cs
Created February 17, 2015 14:07
LockCursor
using UnityEngine;
using System.Collections;
public class LockCursor : MonoBehaviourSingleton<LockCursor> {
public bool lockCursor = true; // Set this to enable/disable the lock.
CursorLockMode mode;
void Update()
{
@SteveSwink
SteveSwink / ShuffleBag.cs
Created August 19, 2013 02:01
Mike Stevenson's shufflebag helper class
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class ShuffleBag<T> : ICollection<T>, IList<T>
{
private List<T> data = new List<T> ();
private int cursor = -1;
private T last;
@SteveSwink
SteveSwink / MusicManager.cs
Created August 18, 2013 17:42
Mike Stevenson's modified MusicManager from Gravity Ghost
using UnityEngine;
using System.Collections;
[System.Serializable]
public class MusicTrack
{
public string name = "";
public AudioClip clip;
public AudioClip clipSecondary;
}
@SteveSwink
SteveSwink / LaserLine.cs
Created August 16, 2013 04:58
Trying to get TF2 style medic gun particles to flow down a bezier...goes a bit funky
using UnityEngine;
using System.Collections;
public class LaserLine : MonoBehaviour {
float timer;
public float duration = 5.0f;
public Transform P1;
public Transform P2;
@SteveSwink
SteveSwink / CaptureScreenshot.cs
Created August 14, 2013 20:15
Screenshot grabber for unity
using UnityEngine;
using System.Collections;
using System.IO;
public class CaptureScreenshot : MonoBehaviour {
public int sizeMultiplier = 2;
public string prefix = "Scale_Screen";
int incrementValue = 0;
@SteveSwink
SteveSwink / DamageOnCollision
Created August 13, 2013 16:53
This goes on an object maybe?
using UnityEngine;
using System.Collections;
public class DamageOnCollision : MonoBehaviour {
public int damagePerHit = 1;
public bool destroyOnCollision = true;
public float destroyDelay = 0.1f;
void OnCollisionEnter(Collision col){