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| Add-Type -AssemblyName System.Web | |
| Write-Host "Paimon.moe Wish Importer" -ForegroundColor Cyan | |
| Write-Host "1. Open Genshin Impact in this PC" | |
| Write-Host "2. Then open the wish history and wait it to load" | |
| Write-Host "3. When you are ready press [ENTER] to continue! (or any key to cancel)" | |
| Write-Host "Waiting..." | |
| $keyInput = [Console]::ReadKey($true).Key | |
| if ($keyInput -ne "13") { |
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| Shader "Custom/UIBlur" | |
| { | |
| Properties | |
| { | |
| [Toggle(IS_BLUR_ALPHA_MASKED)] _IsAlphaMasked("Image Alpha Masks Blur", Float) = 1 | |
| [Toggle(IS_SPRITE_VISIBLE)] _IsSpriteVisible("Show Image", Float) = 1 | |
| // Internally enforced by MAX_RADIUS | |
| _Radius("Blur Radius", Range(0, 64)) = 1 |
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| export default [ | |
| "Reticulating splines...", | |
| "Generating witty dialog...", | |
| "Swapping time and space...", | |
| "Spinning violently around the y-axis...", | |
| "Tokenizing real life...", | |
| "Bending the spoon...", | |
| "Filtering morale...", | |
| "Don't think of purple hippos...", | |
| "We need a new fuse...", |
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| const CrossOriginLocalStorage = function(currentWindow, iframe, allowedOrigins, onMessage) { | |
| this.allowedOrigins = allowedOrigins; | |
| let childWindow; | |
| // some browser (don't remember which one) throw exception when you try to access | |
| // contentWindow for the first time, it works when you do that second time | |
| try { | |
| childWindow = iframe.contentWindow; | |
| } catch(e) { | |
| childWindow = iframe.contentWindow; |
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| @echo OFF | |
| ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: | |
| :: Copyright (C) 2017-2019 miniencodes.nl ::: | |
| :: ::: | |
| :: Author: Shinchiro ::: | |
| :: ::: | |
| :: Purpose: To re-encode anime to small size with little effort, without GUI. ::: | |
| :: WARNING: DON'T PUT THIS SCRIPT IN SAME FOLDER AS INPUT FILE, IT WILL OVERWRITE THE INPUT FILE. ::: | |
| :: The lock file is needed to force only one encoding at same |
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| package com.example; | |
| import android.content.Context; | |
| import android.support.v7.widget.GridLayoutManager; | |
| import android.support.v7.widget.RecyclerView; | |
| import android.util.AttributeSet; | |
| import android.view.ViewGroup; | |
| public class SpanningGridLayoutManager extends GridLayoutManager { | |
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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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| //Based on a brilliant idea by Matthew Wegner - https://twitter.com/mwegner/status/355147544818495488 | |
| //Code for drawing the base PropertyDrawers is from here: http://forum.unity3d.com/threads/173401-Getting-Default-SerializedProperty-Drawing-within-a-PropertyDrawer?p=1186347&viewfull=1#post1186347 | |
| //My implementation is super lazy with magic numbers everywhere! :D | |
| #if UNITY_EDITOR | |
| using System; | |
| using UnityEngine; | |
| using System.Collections.Generic; | |
| using UnityEditor; |
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| So you've cloned somebody's repo from github, but now you want to fork it and contribute back. Never fear! | |
| Technically, when you fork "origin" should be your fork and "upstream" should be the project you forked; however, if you're willing to break this convention then it's easy. | |
| * Off the top of my head * | |
| 1. Fork their repo on Github | |
| 2. In your local, add a new remote to your fork; then fetch it, and push your changes up to it | |
| git remote add my-fork git@github...my-fork.git |