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WickyPlays / ObjectPoolingModule.lua
Created January 11, 2025 12:19
Roblox Lua for object pooling
local ObjectPoolingModule = {}
ObjectPoolingModule.Pools = {}
function ObjectPoolingModule:CreatePool(poolName, template, poolSize, folderName)
if self.Pools[poolName] then
warn("Pool with name " .. poolName .. " already exists!")
return
end
@WickyPlays
WickyPlays / kde_fixes.md
Created November 17, 2024 13:52
KDE Fixes

Automount: -Drive still asks for password even with automount?

  • Insert this script in /etc/polkit-1/rules.d/10-udisks2.rules and you're done:
    polkit.addRule(function(action, subject) {
        if ((action.id == "org.freedesktop.udisks2.filesystem-mount-system" ||
             action.id == "org.freedesktop.udisks2.filesystem-mount") &&
            subject.isInGroup("wheel")) {
            return polkit.Result.YES;
    

}

@WickyPlays
WickyPlays / core.lua
Created August 15, 2024 10:16
WickyNoteEffect DKLike
--著者: Wicky
local MODE = nil
local NORMAL_NOTE, LONG_NOTE, FUZZY_NOTE, FUZZY_LONG_NOTE, LONG_NOTE_HOLD = nil, nil, nil, nil, nil
local UnityEngine = CS.UnityEngine
local Vector3 = UnityEngine.Vector3
local GameObject = UnityEngine.GameObject
local EffectPoolObj = nil
@WickyPlays
WickyPlays / BlackWhiteShader.shader
Created June 4, 2024 09:58
Unity's Black and White shaderlab code file
Shader "Custom/BlackAndWhiteThresholdReversed"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Threshold ("Threshold", Range(0, 1)) = 0.5
_Reversed ("Reversed", Range(0, 1)) = 0.0
_Epsilon ("Epsilon", Range(0, 0.1)) = 0.01
}
SubShader
@WickyPlays
WickyPlays / TicTacToe AI.js
Created April 5, 2024 15:23
TicTacToe using Minmax AI + Artifical Stupidity
//Script property of Wicky
//Code link in the description below
const readline = require('readline');
const rl = readline.createInterface({
input: process.stdin,
output: process.stdout
});
@WickyPlays
WickyPlays / BuildAssetBundle.cs
Last active June 2, 2024 09:16
Unity BuildAssetBundle
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections.Generic; // Added for HashSet<>
using System.Collections;
public class BuildAssetBundle : MonoBehaviour
{
private static AssetBundleBuild[] GetSelectedAssetBundles()
{