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@REM Add file to OS path and run from command line with: androidstudio path/to/my/project | |
@echo off | |
start "" "%ANDROID_STUDIO_HOME%\bin\studio64.exe" %* |
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{ | |
"rulesDirectory": ["node_modules/codelyzer"], | |
"rules": { | |
"arrow-return-shorthand": true, | |
"callable-types": true, | |
"class-name": true, | |
"comment-format": [true, "check-space"], | |
"component-class-suffix": true, | |
"component-selector": [true, "element", "kebab-case"], | |
"curly": true, |
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#region [Copyright (c) 2018 Cristian Alexandru Geambasu] | |
// Distributed under the terms of an MIT-style license: | |
// | |
// The MIT License | |
// | |
// Copyright (c) 2018 Cristian Alexandru Geambasu | |
// | |
// 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, |
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{ | |
// See https://go.microsoft.com/fwlink/?LinkId=733558 | |
// for the documentation about the tasks.json format | |
"version": "2.0.0", | |
"tasks": [ | |
{ | |
"label": "Build Development Editor Win64", | |
"command": "${config:UE4_Root}/Build/BatchFiles/Build.bat", | |
"type": "shell", | |
"args": [ |
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#region [Copyright (c) 2018 Cristian Alexandru Geambasu] | |
// Distributed under the terms of an MIT-style license: | |
// | |
// The MIT License | |
// | |
// Copyright (c) 2018 Cristian Alexandru Geambasu | |
// | |
// 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, |
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using UnityEngine; | |
using UnityEditor; | |
public static class pb_SaveMesh | |
{ | |
[MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Object/Save Mesh", validate = true)] | |
private static bool VALIDATE_SaveSelectedMesh() | |
{ | |
if(Selection.activeGameObject != null) | |
{ |
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// 1. Get the InputManager plugin from: https://github.com/daemon3000/InputManager | |
// 2. Get the XInput wrapper unitypackage from: https://github.com/speps/XInputDotNet/releases | |
// 3. Import the two plugins into your project. | |
// 4. Open the InputAdapter.cs file from the InputManager plugin and add the following: | |
// 4.1. Add this at the top of the file: | |
using XInputDotNetPure; | |
// 4.2. Add this at the end of the [Static Accessors] region: |
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#Junk folders | |
Library/* | |
Temp/* | |
Build/* | |
Builds/* | |
Assets/UnityVS* | |
obj/* | |
#Junk files | |
Assembly-CSharp* |
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using UnityEngine; | |
public class EnumFlagAttribute : PropertyAttribute | |
{ | |
public string enumName; | |
public EnumFlagAttribute() {} | |
public EnumFlagAttribute(string name) | |
{ |
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#region [Copyright (c) 2015 Cristian Alexandru Geambasu] | |
// Distributed under the terms of an MIT-style license: | |
// | |
// The MIT License | |
// | |
// Copyright (c) 2015 Cristian Alexandru Geambasu | |
// | |
// 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, |
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