npm install --save @types/meteor
url:https://www.npmjs.com/package/@types/meteor
npm install --save @types/node
| /* eslint-disable */ | |
| // const BASIS = require('./basis_transcoder'); | |
| import BASIS from './basis_transcoder/build/basis_transcoder.js'; | |
| /*global clay */ | |
| /** | |
| * @typedef MipLevelInfo | |
| * @property {number} level - Mip level |
| import { ChildProcess, spawn } from 'child_process'; | |
| import * as puppeteer from 'puppeteer'; | |
| const DEBUG = Boolean(process.env.DEBUG); | |
| const CI = Boolean(process.env.CI); | |
| const QUERY = Boolean(process.env.QUERY); | |
| jest.setTimeout((QUERY ? 200 : 100) * 1000); | |
| interface MemorySample { |
npm install --save @types/meteor
url:https://www.npmjs.com/package/@types/meteor
npm install --save @types/node
| { | |
| "env": { | |
| "browser": true, | |
| "es6": true | |
| }, | |
| "extends": ["eslint:recommended", "plugin:react/recommended"], | |
| "parserOptions": { | |
| "ecmaFeatures": { | |
| "experimentalObjectRestSpread": true, | |
| "jsx": true |
| # top-most EditorConfig file | |
| root = true | |
| # Unix-style newlines with a newline ending every file | |
| [*] | |
| end_of_line = lf | |
| insert_final_newline = true | |
| # Matches multiple files with brace expansion notation | |
| # Set default charset |
| using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEditorInternal; | |
| public class EditorTools { | |
| private static List<int> layerValues = new List<int>(); | |
| private static long lastUpdateTick; | |
| private static string[] layers; |
| using UnityEngine; | |
| using UnityEngine.Events; | |
| using System.Collections; | |
| /// <summary> | |
| /// Attach on trigger and set validate rule. Invoke events if validation is successful. | |
| /// </summary> | |
| public class TriggerHanlder : MonoBehaviour { | |
| public enum ValidateRule { | |
| ANY, BOTH |
| // Credit: baptisteLar from http://forum.unity3d.com/threads/little-script-apply-and-revert-several-prefab-at-once.295311/ | |
| public class ApplySelectedPrefabs : EditorWindow | |
| { | |
| public delegate void ApplyOrRevert(GameObject _goCurrentGo, Object _ObjPrefabParent, ReplacePrefabOptions _eReplaceOptions); | |
| [MenuItem ("Tools/Apply all selected prefabs %#a")] | |
| static void ApplyPrefabs() | |
| { | |
| SearchPrefabConnections (ApplyToSelectedPrefabs); | |
| } |
| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| /// <summary> | |
| /// Ignore collision if collider math given layer mask or collider's tag is in given tags list. | |
| /// NOTE: This is perminent ignoring in whole game runtime. | |
| /// </summary> | |
| public class CollisionIgnore : MonoBehaviour { | |
| [SerializeField] private LayerMask ignoreMask; |
| using UnityEngine; | |
| using System.Collections; | |
| /// <summary> | |
| /// Try to learn IEnumerable and IEnumerator. | |
| /// Find out what 'yiled' statement dose. Ref: https://msdn.microsoft.com/en-us/library/9k7k7cf0.aspx | |
| /// </summary> | |
| namespace Lab.IEnumerableTest { | |
| public class Car | |
| { |