A brief timeline in the early days before we decided on our Turbolinks + ERB + Bindings + JS Modules approach.
Unedited, raw and early it shows some of the process, a lot of the reasoning and some of our bias.
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Networking; | |
| using UnityEngine.Networking.NetworkSystem; | |
| using UnityEngine.SceneManagement; | |
| using VRTK; | |
| using System.Linq; | |
| /// <summary> |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Networking; | |
| using UnityEngine.Networking.NetworkSystem; | |
| using UnityEngine.SceneManagement; | |
| using VRTK; | |
| using System.Linq; | |
| /// <summary> |
A brief timeline in the early days before we decided on our Turbolinks + ERB + Bindings + JS Modules approach.
Unedited, raw and early it shows some of the process, a lot of the reasoning and some of our bias.
| Function::debounce = (threshold, functionArgs...) -> | |
| @_debounceTimeout = @_debounceTimeout ? null | |
| do => | |
| delayed = => | |
| @.apply(@, functionArgs) | |
| @_debounceTimeout = null; | |
| if @_debounceTimeout | |
| clearTimeout(@_debounceTimeout) |