For this to work correctly across multiple computers and developers, each repo must have an .editorconfig
file that determines what the code looks like when formatted. For an example, see the repo linked below.
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#!/usr/bin/env node | |
import http from 'node:http'; | |
import { readFile } from 'node:fs/promises'; | |
import { basename, join } from 'node:path'; | |
const PORT = 8080; | |
http | |
.createServer(async (request, response) => { |
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const sampleColorFromVideo = (video, x, y) => { | |
const canvas = document.createElement('canvas'); | |
const context = canvas.getContext('2d'); | |
const width = video.clientWidth; | |
const height = video.clientHeight; | |
canvas.setAttribute('width', width); | |
canvas.setAttribute('height', height); |
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using System.Collections; | |
using UnityEngine; | |
using UnityEngine.Networking; | |
namespace LumberLogs | |
{ | |
public class Logger : MonoBehaviour | |
{ |
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using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
using UnityEngine.EventSystems; | |
using UnityEngine.UI; | |
namespace CandyCoded | |
{ | |
public class Form : MonoBehaviour |
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{ | |
"name": "TestGistPackage" | |
} |
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using MidiJack; | |
using UnityEngine; | |
public class MidiInputController : MonoBehaviour | |
{ | |
private void HandleMidiKnob(MidiChannel channel, int knobnumber, float knobvalue) | |
{ | |
Debug.Log($"{channel}, {knobnumber}, {knobvalue}"); |
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using UnityEngine; | |
using UnityEngine.U2D; | |
using UnityEngine.UI; | |
namespace SmoothieOperator | |
{ | |
public class SpriteAtlasHelper : MonoBehaviour | |
{ |
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#if UNITY_EDITOR | |
using UnityEditor; | |
using UnityEngine; | |
public static class OculusSDKAutomation | |
{ | |
private static readonly GameObject playerControllerPrefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Oculus/VR/Prefabs/OVRPlayerController.prefab"); | |
private static readonly GameObject controllerPrefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Oculus/VR/Prefabs/OVRControllerPrefab.prefab"); |
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using System.Linq; | |
using UnityEditor; | |
using UnityEngine; | |
public static class Unity2DComponents | |
{ | |
[MenuItem("GameObject/2D Object/Box", false, 0)] | |
private static void Create2DCube() | |
{ |
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