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/* * * * *
* A simple JSON Parser / builder
* ------------------------------
*
* It mainly has been written as a simple JSON parser. It can build a JSON string
* from the node-tree, or generate a node tree from any valid JSON string.
*
* If you want to use compression when saving to file / stream / B64 you have to include
* SharpZipLib ( http://www.icsharpcode.net/opensource/sharpziplib/ ) in your project and
* define "USE_SharpZipLib" at the top of the file
@deivid-01
deivid-01 / gist:f42287e1fd879b6d04aeb9bb27e9249b
Created July 6, 2021 00:22 — forked from rxaviers/gist:7360908
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deivid-01 / OpenCvTools.cs
Created April 17, 2021 21:53
Cuenta con funciones para obtener la camara, coroutinas para dilatar y erocionar
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using OpenCvSharp;
public class OpenCvTools : MonoBehaviour
{
public static RawImage rawImage;
@deivid-01
deivid-01 / CurveAnalyzer.cs
Last active April 12, 2021 02:38
Curve analyzer for AnimationCurve in Unity
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CurveAnalizer : MonoBehaviour
{
public AnimationCurve curve;
float mean = 0;
float std = 0;
@deivid-01
deivid-01 / MeshDestroy.cs
Created December 11, 2020 21:54 — forked from ditzel/MeshDestroy.cs
MeshDestroy => Put it on a game object with a mesh filter and renderer. Make sure to have read/write enabled on fbx import
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeshDestroy : MonoBehaviour
{
private bool edgeSet = false;
private Vector3 edgeVertex = Vector3.zero;
private Vector2 edgeUV = Vector2.zero;
@deivid-01
deivid-01 / MathParabola.cs
Created August 4, 2020 17:04 — forked from ditzel/MathParabola.cs
A simple Math class to calculate a point in 2D or 3D space lying on a parabola. And a more complex parabola controller that you can put on an object.
using UnityEngine;
using System;
public class MathParabola
{
public static Vector3 Parabola(Vector3 start, Vector3 end, float height, float t)
{
Func<float, float> f = x => -4 * height * x * x + 4 * height * x;
using UnityEngine;
using UnityEditor.Animations;
public class HierarchyRecorder : MonoBehaviour
{
// The clip the recording is going to be saved to.
public AnimationClip clip;