Skip to content

Instantly share code, notes, and snippets.

View DataGreed's full-sized avatar
👾
practicing magic

Alexey Strelkov DataGreed

👾
practicing magic
View GitHub Profile
@DataGreed
DataGreed / placeholder.cs
Created March 10, 2019 15:05
C# Time since the beginning of Epoch
int epoch = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
@DataGreed
DataGreed / placeholder.html
Created March 14, 2019 17:24
scale down the responsive web page on mobile devices
<meta name="viewport" content="width=device-width, initial-scale=1.0">
@DataGreed
DataGreed / placeholder.sh
Created March 28, 2019 16:42
Unity debug log for Android
adb logcat -s Unity PackageManager dalvikvm DEBUG
@DataGreed
DataGreed / ReraiseTriggerEnterEvent.cs
Last active April 8, 2019 16:58
Unity: custom event in editor with one parameter passed through
using UnityEngine;
using UnityEngine.Events;
[System.Serializable]
public class TriggerEntered2dReraised : UnityEvent<Collider2D>
{
}
public class ReraiseTriggerEnterEvent : MonoBehaviour
{
@DataGreed
DataGreed / placeholder.py
Created April 18, 2019 12:31
Locust.io post file
from locust import TaskSet, task
class UserBehaviour(TaskSet):
@task
def someTask(self):
filename="some/file.jpg"
with open(filename, 'rb') as img:
self.client.post(
"/some/url",
data={
@DataGreed
DataGreed / locustfile.py
Created April 18, 2019 12:34
Locust.io trace all web requests and responses
# coding=utf-8
from locust.clients import HttpSession
from locust import HttpLocust
class LoggedHttpSession(HttpSession):
def __init__(self, base_url, debug=True, *args, **kwargs):
"""
Custom HttpSession client that saves all request and responses data for debugging
"""
self.debug = debug
@DataGreed
DataGreed / placeholder.cs
Created April 27, 2019 20:33
look at point
public void LookAtPoint2d(Vector2 targetPoint, int degreesCompensation=0)
{
Vector3 dir = (targetPoint - (Vector2)transform.position).normalized;
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - degreesCompensation;
torsoAnimator.gameObject.transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
}
@DataGreed
DataGreed / UnityStencilMask.shader
Created May 14, 2019 19:10 — forked from ewandennis/UnityStencilMask.shader
A simple stencil buffer masking shader for Unity
Shader "Custom/StencilMask" {
Properties {
_StencilMask("Stencil mask", Int) = 0
}
SubShader {
Tags {
"RenderType" = "Opaque"
"Queue" = "Geometry-100"
}
@DataGreed
DataGreed / UnityStencilledObject.shader
Created May 14, 2019 19:10 — forked from ewandennis/UnityStencilledObject.shader
A simple surface shader for Unity which honours a specific stencil buffer value
Shader "Custom/Stencilled" {
Properties {
_StencilMask("Stencil mask", Int) = 0
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
@DataGreed
DataGreed / lookAtAdjustment.cs
Created May 22, 2019 00:13
fix lookAt position
bullet.transform.rotation = Quaternion.Euler( 90, 0, 0 ) * Quaternion.LookAt( target.transform.position - bullet.transform.position ) ;
// OR
//bullet.transform.rotation = Quaternion.LookAt( target.transform.position - bullet.transform.position ) * Quaternion.Euler( 90, 0, 0 ) ;