leafblower | open source | Dashboard library
kandi X-RAY | leafblower Summary
kandi X-RAY | leafblower Summary
leafblower
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Top functions reviewed by kandi - BETA
- Saves the data .
- Returns a time ago in words
- Send a request
- Generate an association query
- Extract data from a path .
- Generates a date field
- Returns a list of numbers
- Initializes a class registry
- Bind text domain .
- Specify containments .
leafblower Key Features
leafblower Examples and Code Snippets
Community Discussions
Trending Discussions on leafblower
QUESTION
I am just about to tackle a new project where the core game mechanic is covering up dead bodies killed by the mafia with leaves using a leafblower.
You need to cover them well enough to not draw attention when the police question you.
The only problem I can see with this project is how to create this leafblower mechanic. Off the top of my head I can think of attaching an empty object to my leaf blower which has a constant [rigibody.AddExplosiveForce] that procs on mouse click but thats it.
What should I be looking at and what would be a logical way to create this? You do not need to write the whole code for me, I just wan't to know what tools or scripting API I need to consider.
Thank you :)
...ANSWER
Answered 2018-Sep-18 at 07:12You could try continuous adding force using Rigidbody.AddForceAtPosition()
. Or calculate directions and try Rigidbody.AddForce()
.
Basically Rigidbody.AddExplosionForce
is working as Rigidbody.AddForce
, but uses sphere to calculate Vector3
. If you need to emit it continuously, you should just use it in FixedUpdate()
and list of object you can get by using Raycasts
or simple Trigger Collider
, for example Capsule Collider
.
You could use Collider Capsule like this ↑↑↑. And in OnTriggerEnter
or OnCollisionEnter
:
QUESTION
I currently have a particle system that is suppposed to represent a leafblower. I have got this working to proc on and off on mouse clicks.
The thing is, I want it to "blow" objects out of the way like a realistic leafblower. I have heard some people like to use AddForceAtPosition or something like that, it's just I do not know how to use it.
Currently I am enabling and disabling a box collider when my 'leafblower' is on and having everything the collider touch be knockedback but this proves to have various in game problems.
Here is my code I am working with:
...ANSWER
Answered 2018-Sep-18 at 05:33What you probably need is Particle System collision OnParticleCollision
.
Please check Unity Scripting API here: https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnParticleCollision.html
QUESTION
I have two tables in a database I'm trying to run a query on:
Table 1 contains the product ID and the type of product it is (e.g. product IDs 1 & 2 are 'lawnmowers', product IDs 3 & 4 are 'leafblowers')
Table 2 contains the user purchases, which has a product ID column (but not product type). Product ID corresponds to the first table. Each user has the same user_ID across multiple purchases, but also a unique purchase ID.
I am trying to run a query on product types (e.g. lawnmower), to get all of the people who bought lawnmowers, and then remove duplicates for people who bought multiple lawnmowers (I want only the latest purchase for each person). So I want to filter by user_id and only use the maximum value for purchase id (the latest one).
This is where I'm at so far with the query - it's currently not running as I think it's taking too long (I'm not getting any syntax errors):
...ANSWER
Answered 2018-Jun-06 at 06:18I think you just want this query. Try joining the purchases
table to a subquery which identifies the latest lawnmower purchase, for each user.
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PHP requires the Visual C runtime (CRT). The Microsoft Visual C++ Redistributable for Visual Studio 2019 is suitable for all these PHP versions, see visualstudio.microsoft.com. You MUST download the x86 CRT for PHP x86 builds and the x64 CRT for PHP x64 builds. The CRT installer supports the /quiet and /norestart command-line switches, so you can also script it.
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