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// | |
// CopyTimelineBindings.cs | |
// https://forum.unity.com/threads/duplicating-a-timeline-loses-all-the-bindings-unity-v2017-2-0b6.488138/ | |
// | |
// How to use: | |
// | |
// 1. このスクリプトを、シーン内のPlayableDirectorコンポーネントがアタッチされているゲームオブジェクトにアタッチする。 | |
// 2. PlayableDirectorにアタッチされているTimeline Assetをプロジェクトウィンドウからデュプリケートする。 | |
// 3. CopyTimelineBindingsコンポーネント中の各スロットに以下のように、指定する | |
// * Timeline ComponentスロットにPlayableDirectorコンポーネントがアタッチされているゲームオブジェクトを指定する。 |
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// | |
//AutoBlink.cs for Unity-Chan / CRS Unity-Chan | |
//オート目パチスクリプト | |
//2014/06/23 N.Kobayashi | |
//2017/01/10 目閉じ系表情の時の目パチ処理を飛ばすようにした. | |
// | |
using UnityEngine; | |
using System.Collections; | |
namespace UnityChan |
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// | |
// Mecanim IKLookと連動して、ユニティちゃんの瞳テクスチャのUVオフセットを動かす. | |
// DeltaLookAtAxis.cs | |
// 本スクリプトは、瞳の中央付近に設定したロケータにアタッチして使用する. | |
// 2014/09/10 N.Kobayashi @UTJ | |
// | |
using UnityEngine; | |
using System.Collections; |
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// | |
// Mecanim.IkLookAt | |
// Mecanim.HumanoidでIK Look Atする。キャラクターにアタッチします。 | |
// 使用する前にキャラクターにアタッチされているAnimatorのIK PassをONにしておくこと. | |
// 2017/01/14 N.Kobayashi | |
// | |
using UnityEngine; | |
using System.Collections; | |
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/* | |
MIT License | |
Copyright (c) 2020 Yusuke Kurokawa | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is |
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using UnityEditor; | |
using UnityEngine; | |
public class AssetBundleChecker | |
{ | |
[MenuItem("Assets/CreateLink.xml")] | |
static void Create() | |
{ | |
var generator = new LinkXmlGenerator(); | |
// UnityEditor.Animations.AnimatorControllerを取得してしまうので、RuntimeAnimatorControllerに変更 |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.PostProcessing.Utilities; | |
public class FocusPullerHelper : MonoBehaviour { | |
private Transform focusObj; | |
private FocusPuller focusPuller; | |
private Transform _target; |
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// | |
// LookAtConstraintHelperのヘルパー. | |
// ユニティちゃんのHipsジョイントにつける場合の例. | |
// unityChanJointHips = GameObject.Find("/CandyRockStar/Character1_Reference/Character1_Hips").transform; | |
// とやってもいいけど、初期化のプレファブ生成と同時やるとタイミングの面で難しいので、ターゲットにTagを付けたほうがいいです. | |
// | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; |
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// | |
// https://qiita.com/Akematty/items/04fadac40f7ea45fd5ab | |
// https://github.com/Unity-Technologies/UnityCsReference/blob/master/Runtime/Animation/ScriptBindings/LookAtConstraint.bindings.cs | |
// を参考に、LookAt Constraint版ペアレントを動的に追加するヘルパー | |
// | |
using UnityEngine; | |
using UnityEngine.Animations; | |
namespace UnityChan |
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//Unitychan Toon Shader ver.2.0 | |
//UTS2GUI.cs for UTS2 v.2.0.7 | |
//[email protected] | |
//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project | |
//(C)Unity Technologies Japan/UCL | |
using UnityEngine; | |
using UnityEditor; | |
namespace UnityChan | |
{ |
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