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using System; using UnityEditor; using UnityEngine; public class Node { public Rect rect; public string title; public GUIStyle style; public GUIStyle defaultNodeStyle; public GUIStyle selectedNodeStyle; public bool isDragged; public bool isSelected; public ConnectionPoint inPoint; public ConnectionPoint outPoint; public Action<Node> OnRemoveNode; public ScenarioLeaf leaf; private string textToDisplay; public string scenarName; SerializedProperty CharacterShowingPrefab; SerializedProperty comment; SerializedProperty animationType; float heightLab; SerializedObject soTarget; public bool isLastOfRow; public Node(Vector2 position, float width, float height, GUIStyle nodeStyle, GUIStyle selectedStyle, GUIStyle inPointStyle, GUIStyle outPointStyle, Action<ConnectionPoint> OnClickInPoint, Action<ConnectionPoint> OnClickOutPoint, Action<Node> OnClickRemoveNode) { /* * Creates a Node without an existing leaf. Used when creating a new node. * Needs to add the leaf creating part. */ rect = new Rect(position.x, position.y, width, height); style = nodeStyle; inPoint = new ConnectionPoint(this, ConnectionPointType.In, inPointStyle, OnClickInPoint); outPoint = new ConnectionPoint(this, ConnectionPointType.Out, outPointStyle, OnClickOutPoint); defaultNodeStyle = nodeStyle; selectedNodeStyle = selectedStyle; OnRemoveNode = OnClickRemoveNode; } public Node(Vector2 position, float width, float height, GUIStyle nodeStyle, GUIStyle selectedStyle, GUIStyle inPointStyle, GUIStyle outPointStyle, Action<ConnectionPoint> OnClickInPoint, Action<ConnectionPoint> OnClickOutPoint, Action<Node> OnClickRemoveNode, ScenarioLeaf leaf, string scenarName) { /*Creates a node with an existing leaf. Used when opening a scenario with this window.*/ this.leaf = leaf; rect = new Rect(position.x, position.y, width, height); style = nodeStyle; inPoint = new ConnectionPoint(this, ConnectionPointType.In, inPointStyle, OnClickInPoint); outPoint = new ConnectionPoint(this, ConnectionPointType.Out, outPointStyle, OnClickOutPoint); defaultNodeStyle = nodeStyle; selectedNodeStyle = selectedStyle; OnRemoveNode = OnClickRemoveNode; soTarget = new SerializedObject(leaf); CharacterShowingPrefab = soTarget.FindProperty("CharacterShowingPrefab"); comment = soTarget.FindProperty("comment"); animationType = soTarget.FindProperty("animationType"); this.scenarName = scenarName; } public Node(bool isLast, Vector2 position, float width, float height, GUIStyle nodeStyle, GUIStyle selectedStyle, GUIStyle inPointStyle, GUIStyle outPointStyle, Action<ConnectionPoint> OnClickInPoint, Action<ConnectionPoint> OnClickOutPoint, Action<Node> OnClickRemoveNode, ScenarioLeaf leaf, string scenarName) { /*Creates a node with an existing leaf. Used when opening a scenario with this window.*/ this.leaf = leaf; rect = new Rect(position.x, position.y, width, height); style = nodeStyle; inPoint = new ConnectionPoint(this, ConnectionPointType.In, inPointStyle, OnClickInPoint); outPoint = new ConnectionPoint(this, ConnectionPointType.Out, outPointStyle, OnClickOutPoint); defaultNodeStyle = nodeStyle; selectedNodeStyle = selectedStyle; OnRemoveNode = OnClickRemoveNode; soTarget = new SerializedObject(leaf); CharacterShowingPrefab = soTarget.FindProperty("CharacterShowingPrefab"); comment = soTarget.FindProperty("comment"); animationType = soTarget.FindProperty("animationType"); this.scenarName = scenarName; isLastOfRow = isLast; } public void Drag(Vector2 delta) { rect.position += delta; } public void Zoom(Vector2 delta) { /*rect.width += delta.x; rect.height += delta.y;*/ } public void Draw() { GUIContent labelContent = new GUIContent(leaf.SimpleToString() + "\n(aka \"" + leaf.comment + "\")\n\n\n\n\n", leaf.ToString()); GUIStyle labelStyle = new GUIStyle(style); labelStyle.alignment = TextAnchor.MiddleCenter; labelStyle.wordWrap = true; heightLab = labelStyle.CalcHeight(labelContent, rect.width - 20) + 18f; Rect labelRect = new Rect(rect.x, rect.y, rect.width + 10, heightLab); Rect CSPRect = new Rect(rect.x, rect.y + rect.height, rect.width, EditorGUIUtility.singleLineHeight); Rect AnimTypeRect = new Rect(CSPRect.x, CSPRect.y + CSPRect.height, CSPRect.width, EditorGUIUtility.singleLineHeight); Rect commentRect = new Rect(AnimTypeRect.x, AnimTypeRect.y + AnimTypeRect.height, AnimTypeRect.width, EditorGUIUtility.singleLineHeight); inPoint.Draw(heightLab); outPoint.Draw(); //GUI.Box(labelRect, title, style); GUI.Label(labelRect, labelContent, labelStyle); EditorGUI.PropertyField(CSPRect, CharacterShowingPrefab); EditorGUI.PropertyField(AnimTypeRect, animationType); EditorGUI.PropertyField(commentRect, comment); soTarget.ApplyModifiedProperties(); } public bool ProcessEvents(Event e) { switch (e.type) { case EventType.MouseDown: if (e.button == 0) { if (rect.Contains(e.mousePosition)) { if (e.clickCount == 1) { isDragged = true; GUI.changed = true; isSelected = true; style = selectedNodeStyle; } else if (e.clickCount == 2) { isSelected = true; style = selectedNodeStyle; ActionsCW.Open(leaf, scenarName); RequirementCW.Open(leaf, scenarName); } } else { GUI.changed = true; isSelected = false; style = defaultNodeStyle; } } if (e.button == 1 && isSelected && rect.Contains(e.mousePosition)) { ProcessContextMenu(); e.Use(); } break; case EventType.MouseUp: isDragged = false; break; case EventType.MouseDrag: if (e.button == 0 && isDragged) { Drag(e.delta); e.Use(); return true; } break; } return false; } private void ProcessContextMenu() { GenericMenu genericMenu = new GenericMenu(); genericMenu.AddItem(new GUIContent("Remove node"), false, OnClickRemoveNode); genericMenu.ShowAsContext(); } private void OnClickRemoveNode() { if (OnRemoveNode != null) { OnRemoveNode(this); } } } ############################################################ NODE EDITOR WINDOW #################################################### using UnityEngine; using UnityEditor; using System.Collections.Generic; public class NodeBasedEditor : EditorWindow { private List<Node> nodes; private List<Connection> connections; private GUIStyle nodeStyle; private GUIStyle selectedNodeStyle; private GUIStyle inPointStyle; private GUIStyle outPointStyle; private ConnectionPoint selectedInPoint; private ConnectionPoint selectedOutPoint; private Vector2 offset; private Vector2 drag; private ScenarioTree treeInspecting; private SerializedObject treeSO; public float windowHeight { get => position.height; } public float windowWidth { get => position.width; } string pathToScenarFolder; string pathToLeaves; string pathToActions; string pathToReq; #region DrawingGraphs [MenuItem("Window/Node Based Editor")] public static void OpenWindow() { NodeBasedEditor window = GetWindow<NodeBasedEditor>(); window.titleContent = new GUIContent("Node Based Editor"); } public static void Open(ScenarioTree tree) { NodeBasedEditor window = GetWindow<NodeBasedEditor>(); window.titleContent = new GUIContent("Node Based Editor"); window.offset = new Vector2(100, 100); window.treeInspecting = tree; window.treeSO = new SerializedObject(tree); if (window.nodes != null) window.nodes.Clear(); if (window.connections != null) window.connections.Clear(); if (window.treeInspecting != null) { List<ScenarioLeaf> lastLeaves = new List<ScenarioLeaf>(); foreach (ScenarioLeaf l in window.treeInspecting.Leaves) { #region old /*Node actualNode = window.AddNode(pos, l); pos.y -= 225; Here, maybe take some time to make sure we have a tree working for normal choices: - Using choices values in the order we made the choices - Using choices values exactly after the choice (?) Else, simply //Change this by simply linking a leaf with it's next ones well yeah but no Do with with a foreach of the nodes that's it if (l.nextLeaves != null) { if(l.nextLeaves.Count > 0) { foreach (ScenarioLeaf NL in l.nextLeaves) { } window.CreateConnection(previousNode, actualNode); } } previousNode = actualNode;*/ #endregion if (l.nextLeaves.Count == 0) //Optimise? { lastLeaves.Add(l); } } window.nodes = window.DrawTree(lastLeaves, 0); #region old /* foreach (Node n in window.nodes) { foreach (ScenarioLeaf NL in n.leaf.nextLeaves) { foreach (Node childNode in window.nodes) { if(childNode.leaf == NL)//If this node's leaf is part of the "next leaves"'s list { window.CreateConnection(n, childNode); } } } }HAHAHAHHAHAHAHAH no. What we need here is some kind of recursive search...*/ #endregion } } private void OnEnable() { nodeStyle = new GUIStyle(); nodeStyle.normal.background = EditorGUIUtility.Load("builtin skins/darkskin/images/node1.png") as Texture2D; nodeStyle.border = new RectOffset(12, 12, 12, 12); selectedNodeStyle = new GUIStyle(); selectedNodeStyle.normal.background = EditorGUIUtility.Load("builtin skins/darkskin/images/node1 on.png") as Texture2D; selectedNodeStyle.border = new RectOffset(12, 12, 12, 12); inPointStyle = new GUIStyle(); inPointStyle.normal.background = EditorGUIUtility.Load("builtin skins/darkskin/images/btn act.png") as Texture2D; inPointStyle.active.background = EditorGUIUtility.Load("builtin skins/darkskin/images/btn act on.png") as Texture2D; inPointStyle.border = new RectOffset(4, 4, 12, 12); outPointStyle = new GUIStyle(); outPointStyle.normal.background = EditorGUIUtility.Load("builtin skins/darkskin/images/btn act.png") as Texture2D; outPointStyle.active.background = EditorGUIUtility.Load("builtin skins/darkskin/images/btn act on.png") as Texture2D; outPointStyle.border = new RectOffset(4, 4, 12, 12); } private void OnGUI() { if (treeInspecting != null) { EditorGUILayout.LabelField("Scenario Selected: " + treeInspecting.ScenarioTreeKeyID); if (GUILayout.Button("X", GUILayout.Width(18f))) { treeInspecting = null; } DrawGrid(20, 0.2f, Color.gray); DrawGrid(100, 0.4f, Color.gray); DrawNodes(); DrawConnections(); DrawConnectionLine(Event.current); ProcessNodeEvents(Event.current); ProcessEvents(Event.current); if (GUI.changed) Repaint(); } else { EditorGUILayout.LabelField("No Scenarios Selected. Select one and click \"Open Scenario Tree View Window.\""); } } private List<Node> DrawTree(List<ScenarioLeaf> leafLayer, int layerNum) { List<ScenarioLeaf> nextLeavesToDraw = new List<ScenarioLeaf>(); List<Node> layerNodes = new List<Node>(); Vector2 pos = new Vector2(leafLayer.Count % 2 == 0 ? -125 : 0, 170 * layerNum); foreach (ScenarioLeaf leaf in leafLayer) { layerNodes.Add(AddNode(pos, leaf, treeInspecting.ScenarioTreeKeyID)); pos.x += 250; foreach (ScenarioLeaf nextLeaf in leaf.previousLeaves) { if (!nextLeavesToDraw.Contains(nextLeaf)) { nextLeavesToDraw.Add(nextLeaf); } } } if (nextLeavesToDraw.Count != 0) { List<Node> nextNodesToConnect = DrawTree(nextLeavesToDraw, layerNum + 1); foreach (Node n in layerNodes) { if (layerNodes[layerNodes.Count - 1] == n) { //If the actual node is the last of the layer: n.isLastOfRow = true; } else { n.isLastOfRow = false; //just in case } foreach (Node nextNode in nextNodesToConnect) { if (nextNode.leaf.nextLeaves.Contains(n.leaf)) { //Link them. I think. CreateConnection(nextNode, n); } } } layerNodes.AddRange(nextNodesToConnect); } else { //Drew every nodes. Draw the connections then :) } return layerNodes; } private void DrawGrid(float gridSpacing, float gridOpacity, Color gridColor) { int widthDivs = Mathf.CeilToInt(position.width / gridSpacing); int heightDivs = Mathf.CeilToInt(position.height / gridSpacing); Handles.BeginGUI(); Handles.color = new Color(gridColor.r, gridColor.g, gridColor.b, gridOpacity); offset += drag * 0.5f; Vector3 newOffset = new Vector3(offset.x % gridSpacing, offset.y % gridSpacing, 0); for (int i = 0; i < widthDivs; i++) { Handles.DrawLine(new Vector3(gridSpacing * i, -gridSpacing, 0) + newOffset, new Vector3(gridSpacing * i, position.height, 0f) + newOffset); } for (int j = 0; j < heightDivs; j++) { Handles.DrawLine(new Vector3(-gridSpacing, gridSpacing * j, 0) + newOffset, new Vector3(position.width, gridSpacing * j, 0f) + newOffset); } Handles.color = Color.white; Handles.EndGUI(); } private void DrawNodes() { if (nodes != null) { for (int i = 0; i < nodes.Count; i++) { nodes[i].Draw(); } } } private void DrawConnections() { if (connections != null) { for (int i = 0; i < connections.Count; i++) { connections[i].Draw(); } } } private void ProcessEvents(Event e) { drag = Vector2.zero; switch (e.type) { case EventType.ScrollWheel: OnZoom(e.delta); break; case EventType.MouseDown: if (e.button == 0) { if (selectedInPoint != null) { Node newNode = AddNewNode(e.mousePosition, treeInspecting.ScenarioTreeKeyID); nodes.Add(newNode); CreateConnection(newNode, selectedInPoint.node); //selectedOutPoint = newNode.outPoint; } else if (selectedOutPoint != null) { Node newNode = AddNewNode(e.mousePosition, treeInspecting.ScenarioTreeKeyID); nodes.Add(newNode); CreateConnection(selectedOutPoint.node, newNode); //selectedInPoint = newNode.inPoint; } ClearConnectionSelection(); } if (e.button == 1) { ProcessContextMenu(e.mousePosition); } break; case EventType.MouseDrag: if (e.button == 0) { OnDrag(e.delta); } break; } } private void ProcessNodeEvents(Event e) { if (nodes != null) { for (int i = nodes.Count - 1; i >= 0; i--) { bool guiChanged = nodes[i].ProcessEvents(e); if (guiChanged) { GUI.changed = true; } } } } private void DrawConnectionLine(Event e) { if (selectedInPoint != null && selectedOutPoint == null) { Handles.DrawBezier( selectedInPoint.rect.center, e.mousePosition, selectedInPoint.rect.center + Vector2.left * 50f, e.mousePosition - Vector2.left * 50f, Color.white, null, 2f ); GUI.changed = true; } if (selectedOutPoint != null && selectedInPoint == null) { Handles.DrawBezier( selectedOutPoint.rect.center, e.mousePosition, selectedOutPoint.rect.center - Vector2.left * 50f, e.mousePosition + Vector2.left * 50f, Color.white, null, 2f ); GUI.changed = true; } } private void ProcessContextMenu(Vector2 mousePosition) { GenericMenu genericMenu = new GenericMenu(); genericMenu.AddItem(new GUIContent("Add Empty Leaf"), false, () => nodes.Add(AddNewNode(new Vector2(mousePosition.x,mousePosition.y), treeInspecting.ScenarioTreeKeyID))); genericMenu.AddItem(new GUIContent("Recenter"), false, () => Recenter()); genericMenu.ShowAsContext(); } private void Recenter() { if (nodes != null) offset = nodes[0].rect.position; } private void OnDrag(Vector2 delta) { drag = delta; if (nodes != null) { for (int i = 0; i < nodes.Count; i++) { nodes[i].Drag(delta); } } GUI.changed = true; } private void OnZoom(Vector2 delta) { if(nodes != null) { foreach (Node n in nodes) { n.Zoom(delta); } } } private void OnClickAddNode(Vector2 mousePosition) { if (nodes == null) { nodes = new List<Node>(); } nodes.Add(new Node(mousePosition, 200, 50, nodeStyle, selectedNodeStyle, inPointStyle, outPointStyle, OnClickInPoint, OnClickOutPoint, OnClickRemoveNode)); } private Node AddNewNode(Vector2 pos, string scenarName) { if (nodes == null) { nodes = new List<Node>(); } CheckWholePath(scenarName); string pathToScenarFolder = $"Assets/Scenarios/" + scenarName; string pathToLeaves = pathToScenarFolder + "/Leaves"; GameObject leaf; try { leaf = AssetDatabase.LoadAssetAtPath<ScenarioLeaf>(pathToLeaves + "/Leaves " + scenarName + ".prefab").gameObject; } catch { GameObject go = new GameObject(); leaf = PrefabUtility.SaveAsPrefabAsset(go, pathToLeaves + "/Leaves " + scenarName + ".prefab"); DestroyImmediate(go); } ScenarioLeaf newLeaf = leaf.AddComponent<ScenarioLeaf>(); treeInspecting.Leaves.Add(newLeaf); Node res = new Node(pos, 200, 50, nodeStyle, selectedNodeStyle, inPointStyle, outPointStyle, OnClickInPoint, OnClickOutPoint, OnClickRemoveNode, newLeaf, scenarName); //nodes.Add(res); return res; } private Node AddNode(Vector2 pos, ScenarioLeaf leaf, string scenarName) { if (nodes == null) { nodes = new List<Node>(); } Node res = new Node(pos, 200, 50, nodeStyle, selectedNodeStyle, inPointStyle, outPointStyle, OnClickInPoint, OnClickOutPoint, OnClickRemoveNode, leaf, scenarName); //nodes.Add(res); return res; } private Node AddNode(Vector2 pos, ScenarioLeaf leaf, string scenarName, bool Last) { if (nodes == null) { nodes = new List<Node>(); } Node res = new Node(Last, pos, 200, 50, nodeStyle, selectedNodeStyle, inPointStyle, outPointStyle, OnClickInPoint, OnClickOutPoint, OnClickRemoveNode, leaf, scenarName); //nodes.Add(res); return res; } private void OnClickInPoint(ConnectionPoint inPoint) { selectedInPoint = inPoint; if (selectedOutPoint != null) { if (selectedOutPoint.node != selectedInPoint.node) { CreateConnection(); ClearConnectionSelection(); } else { ClearConnectionSelection(); } } //Debug.Log("This is an IN point"); } private void OnClickOutPoint(ConnectionPoint outPoint) { selectedOutPoint = outPoint; if (selectedInPoint != null) { if (selectedOutPoint.node != selectedInPoint.node) { CreateConnection(); ClearConnectionSelection(); } else { ClearConnectionSelection(); } } //Debug.Log("This is an OUT point"); } private void OnClickRemoveNode(Node node) { foreach (ScenarioLeaf l in node.leaf.nextLeaves) { l.previousLeaves.Remove(node.leaf); } foreach (ScenarioLeaf l in node.leaf.previousLeaves) { l.nextLeaves.Remove(node.leaf); } treeInspecting.Leaves.Remove(node.leaf); DestroyImmediate(node.leaf, true); if (connections != null) { List<Connection> connectionsToRemove = new List<Connection>(); for (int i = 0; i < connections.Count; i++) { if (connections[i].inPoint == node.inPoint || connections[i].outPoint == node.outPoint) { connectionsToRemove.Add(connections[i]); } } for (int i = 0; i < connectionsToRemove.Count; i++) { connections.Remove(connectionsToRemove[i]); } connectionsToRemove = null; } nodes.Remove(node); } private void OnClickRemoveConnection(Connection connection) { connections.Remove(connection); //Make the connection REALLY dissapear. //Out->in //out's next leaf == leaf -> true ScenarioLeaf inLeaf = connection.inPoint.node.leaf; ScenarioLeaf outLeaf = connection.outPoint.node.leaf; connection.outPoint.node.leaf.nextLeaves.Remove(inLeaf); connection.inPoint.node.leaf.previousLeaves.Remove(outLeaf); } private void CreateConnection() { CheckWholePath(treeInspecting.ScenarioTreeKeyID); if (connections == null) { connections = new List<Connection>(); } Connection conToMake = new Connection(selectedInPoint, selectedOutPoint, OnClickRemoveConnection, treeInspecting.ScenarioTreeKeyID, connections.Count, this); if (!connections.Contains(conToMake)) { connections.Add(conToMake); selectedInPoint.node.leaf.previousLeaves.Add(selectedOutPoint.node.leaf); selectedOutPoint.node.leaf.nextLeaves.Add(selectedInPoint.node.leaf); } } private void CreateConnection(Node left, Node right) { if (connections == null) { connections = new List<Connection>(); } //"graphical" part. Does drawing + nodal link, via code. Connection conToMake = new Connection(right.inPoint, left.outPoint, OnClickRemoveConnection, treeInspecting.ScenarioTreeKeyID, connections.Count, this); if (!connections.Contains(conToMake)) { connections.Add(conToMake); right.leaf.previousLeaves.Add(left.leaf); left.leaf.nextLeaves.Add(right.leaf); } //Link the leaves. } private void ClearConnectionSelection() { selectedInPoint = null; selectedOutPoint = null; } void CheckWholePath(string scenarname) { ///<summary> Check for the whole path of a scenario, create the folders if not created.</summary> pathToScenarFolder = $"Assets/Scenarios/" + scenarname; pathToLeaves = pathToScenarFolder + "/Leaves"; pathToActions = pathToLeaves + "/Actions"; pathToReq = pathToLeaves + "/Requirements"; if (!AssetDatabase.IsValidFolder(pathToScenarFolder)) //If the path doesn't exist: { if (!AssetDatabase.IsValidFolder($"Assets/Scenarios")) //If the scenario folder doesn't exists: { AssetDatabase.CreateFolder($"Assets", "Scenarios"); //Creates folder for all the scenarios } if (scenarname != "") AssetDatabase.CreateFolder($"Assets/Scenarios", scenarname); //Creates a folder for our scenario } if (!AssetDatabase.IsValidFolder($"Assets/Scenarios/ImportedScenarios")) { AssetDatabase.CreateFolder($"Assets/Scenarios", "ImportedScenarios"); //{"ScenarioTreeKeyID":"fefefef","Leaves":[{"instanceID":15948},{"instanceID":15950},{"instanceID":15952}],"IsLockedAtFirst":false,"choicesMade":[],"isActualScenario":false} } if (!AssetDatabase.IsValidFolder(pathToLeaves)) //If there isn't the path to ScenarioTreeKeyID { AssetDatabase.CreateFolder(pathToScenarFolder, "Leaves"); //create it } if (!AssetDatabase.IsValidFolder(pathToActions)) { AssetDatabase.CreateFolder(pathToLeaves, "Actions"); //create it } if (!AssetDatabase.IsValidFolder(pathToReq)) { AssetDatabase.CreateFolder(pathToLeaves, "Requirements"); //create it } } #endregion public bool HasOverlappingRect(Rect rectToCheck) { bool res = false; foreach (Connection c in connections) { if (rectToCheck.Overlaps(c.ReqTypeRect) && (c.ReqTypeRect != rectToCheck)) { res = true; } } return res; } }
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