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| using TMPro; | |
| using UnityEngine; | |
| [RequireComponent(typeof(TextMeshProUGUI))] | |
| public class BuildDisplayer : MonoBehaviour | |
| { | |
| private TextMeshProUGUI Text; | |
| private void Awake() | |
| { |
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| // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' | |
| Shader "Custom/CurvedWorldSpritesheet" | |
| { | |
| Properties | |
| { | |
| _MainTex("Sprite Texture", 2D) = "white" {} | |
| _Color("Tint", Color) = (1,1,1,1) | |
| [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 | |
| } |
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| #!/usr/bin/env bash | |
| wget https://eu.tamrieltradecentre.com/download/PriceTable -O PriceTable.zip | |
| unzip PriceTable.zip -d ./PriceTable/ | |
| cp ./PriceTable/*.lua ~/Documents/Elder\ Scrolls\ Online/live/AddOns/TamrielTradeCentre/ | |
| rm PriceTable.zip | |
| rm -rf PriceTable |
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| #!/bin/sh | |
| # | |
| # Script that will use the provided Android App Bundle (.aab) and change its version code and version name to the provided values, avoiding re-building the whole .aab. | |
| # Run this script with: sh rollback.sh your_project.aab android_signing_key.key key_alias key_pwd version_code version_name | |
| # | |
| # Necessary setup: | |
| # | |
| # jarsigner - This binary should exist in the path | |
| # | |
| # Configuration.proto and Resources.proto can be found in aapt2's github |
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| Shader "BendMesh" | |
| { | |
| Properties | |
| { | |
| _Texture("Texture", 2D) = "white" {} | |
| _Color("Color", Color) = (0,0,0,0) | |
| _Amplitude("Amplitude", Float) = 0 | |
| _Frequency("Frequency", Float) = 0 | |
| _OffsetSin("OffsetSin", Float) = 0 | |
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| /// | |
| /// Simple pooling for Unity. | |
| /// Author: Martin "quill18" Glaude (quill18@quill18.com) | |
| /// Extended: Simon "Draugor" Wagner (https://www.twitter.com/Draugor_/) | |
| /// Latest Version: https://gist.github.com/Draugor/00f2a47e5f649945fe4466dea7697024 | |
| /// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/) | |
| /// UPDATES: | |
| /// 2020-07-09: - Fixed a Bug with already inactive members getting Despawned again. thx AndySum (see: https://gist.github.com/Draugor/00f2a47e5f649945fe4466dea7697024#gistcomment-2642441) | |
| /// 2020-06-30: - made the "parent" parameter avaible in the public API to spawn GameObjects as children | |
| /// 2018-01-04: - Added Extension Method for Despawn on GameObjects |
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| import UIKit | |
| class FloatingButtonController: UIViewController { | |
| private(set) var button: UIButton! | |
| required init?(coder aDecoder: NSCoder) { | |
| fatalError() | |
| } | |
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| Shader "Custom/Curved" { | |
| Properties { | |
| _MainTex ("Base (RGB)", 2D) = "white" {} | |
| _QOffset ("Offset", Vector) = (0,0,0,0) | |
| _Dist ("Distance", Float) = 100.0 | |
| } | |
| SubShader { | |
| Tags { "RenderType"="Opaque" } | |
| Pass | |
| { |
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| /// | |
| /// Simple pooling for Unity. | |
| /// Author: Martin "quill18" Glaude (quill18@quill18.com) | |
| /// Latest Version: https://gist.github.com/quill18/5a7cfffae68892621267 | |
| /// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/) | |
| /// UPDATES: | |
| /// 2015-04-16: Changed Pool to use a Stack generic. | |
| /// | |
| /// Usage: | |
| /// |
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