EduardoL – Innovaland https://innovalandsumm2021.ml Sitio de Chava y sus Genios Sat, 31 Jul 2021 17:32:58 +0000 en-US hourly 1 https://wordpress.org/?v=5.7.3 What are Private and Public voids and their differences? https://innovalandsumm2021.ml/?p=473 https://innovalandsumm2021.ml/?p=473#respond Sat, 31 Jul 2021 17:00:48 +0000 https://innovalandsumm2021.ml/?p=473 In Unity, you’ll often come across a situation where you’re forced to choose between using a Private and a Public void, and, being as important as they are, you are required to choose the correct one. So, what is the difference between the two? A Private void is a void (A system where nothing is given in return unless it’s within its own system) where nothing outside of its category can influence or change its status, while the Public void is able to be modified by anything, be it ourside or inside its own category.

private void OnMouseDown(){
        mouseUnpressed = false;
        offsetX = Camera.main.ScreenToWorldPoint(Input.mousePosition).x - transform.position.x;
        offsetY = Camera.main.ScreenToWorldPoint(Input.mousePosition).y - transform.position.y;
    }

In the code above, you can see an example of a private void being used. The code’s function is to move an object while the mouse is down, hence why it is important that nothing out of that category is able to modify it.

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Petscop https://innovalandsumm2021.ml/?p=264 https://innovalandsumm2021.ml/?p=264#comments Sat, 24 Jul 2021 16:47:27 +0000 https://innovalandsumm2021.ml/?p=264 Petscop is a video game which exists only through the videos of the channel Petscop. The player, known as Paul, uploads a series of videos on said channel. The game is seemingly a very innocent little game about catching pets, however, as we and Paul progress through the game, it eventually devolves into a game which talks about the Newmaker incident. Pyrocynical, a commentary YouTuber, made a video taking an in-depth look at the Newmaker incident and is currently working on a sequel for said video, since new Petscop videos have come out since.

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Damage Resistances in TF2 https://innovalandsumm2021.ml/?p=156 https://innovalandsumm2021.ml/?p=156#comments Sat, 17 Jul 2021 17:36:03 +0000 https://innovalandsumm2021.ml/?p=156 If you’ve played TF2 for any extended amount of time, you might’ve noticed how some unlockable weapons have Damage Resistances, such as the Chargin’ Targe, or the Vaccinator. You might’ve even seen these stats in actions, noticing how, after using those weapons in your loadout, you’re able to live longer. Of course, you might not know how these, work, which is why I’m here right now.

According to popular belief, Damage Resistances do stack, however, they stack in a way that’s different to how most people think it stacks. Let’s take, for example, a Demoman with the Chargin’ Targe and a Medic healing said Demoman with the Vaccinator. We’re going to use the Grenade Launcher’s Pipe Bombs, since they deal a clean 100 damage. The Chargin’ Targe has a 30% Explosive Damage Resistance, and the Vaccinator has a 10% Damage Resistance. Most people think that this would result in a 40% decrease in the damage taken from the Pipe, resulting in 60 Damage. However, TF2 doesn’t calculate Resistances this way, instead, it first applies the Chargin’ Targe’s Resistance, then applies the Vaccinator’s Resistance. ((100-1.0×30)-0.7×10)=(70-7)=63, as such, the Pipe Bomb deals 63 Damage instead of 60.

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Li Pan https://innovalandsumm2021.ml/?p=119 https://innovalandsumm2021.ml/?p=119#comments Sat, 17 Jul 2021 16:56:05 +0000 https://innovalandsumm2021.ml/?p=119 E.

I have the power of being able to say “Bruh” every 3 seconds while in a conversation

I like Chocomint ice-cream

-Me
Chocomint Ice Cream - Cooks Network

I’d like to be a Professional GAMER in the future, and to make people pity me and give me money through Twitch.

What I’ve liked the most so far are these few lines of code, they’re able to delete everything I’ve worked for

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Disappear : MonoBehaviour
{
    private void OnTriggerStay2D(Collider2D collision){
        Instantiate(Resources.Load("Particle System 1"), transform.position, Quaternion.identity);
        Destroy(collision.gameObject); 
    }
}

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