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@TakaakiIchijo
TakaakiIchijo / GetSetLinearVolumeToAudioMixer.cs
Last active February 9, 2018 06:50
UnityのAudioMixerはDecibelでボリュームを設定するので0f~1.0fのLinear値に変換してSetしたりGetしたりする関数
public AudioMixer mixer;
public void SetLinearVolumeToMixerGroup(string mixerGroupName, float linearVolume)
{
float decibel = 20.0f * Mathf.Log10(linearVolume);
if (float.IsNegativeInfinity(decibel))
{
decibel = -96f;
@TakaakiIchijo
TakaakiIchijo / RectTransformExtension.GetLocalPosition.cs
Last active July 16, 2017 04:24
RectTransformに自分基準でクリック位置からローカルポジションを取得する関数を生やす
using UnityEngine;
public static class RectTransformExtension
{
public static Vector2 GetLocalPosition(this RectTransform rectTransform, Vector2 screenPosition, Camera camera)
{
Vector2 result = Vector2.zero;
RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPosition, camera, out result);
@TakaakiIchijo
TakaakiIchijo / CreateSpriteFromBytes.cs
Created July 23, 2017 05:04
Unityでbyte配列からテクスチャ作ってスプライト化するまでやる
using UnityEngine;
public static class Util
{
public static Sprite CreateSpriteFromBytes(byte[] bytes)
{
//横サイズの判定
int pos = 16;
int width = 0;
for (int i = 0; i < 4; i++)
@TakaakiIchijo
TakaakiIchijo / GetImageFromFileStore
Created July 27, 2017 07:42
サーバー(NCMBファイルストア)から5000兆円を取得する
using System.Collections;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
public class UnityWebRequestTest : MonoBehaviour
{
public Image image;
private void Start()
@TakaakiIchijo
TakaakiIchijo / CopyAppIdFilePostBuildProcess.cs
Last active September 7, 2017 10:10
SteamWorks.Netを使ってSteamAPIを組み込むとき、テスト用のsteam_appid.txtをビルド結果のフォルダに配置する
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using System.IO;
using System.Linq;
/// <summary>
/// SteamWorks.Netを使ってSteamAPIを組み込むとき、テスト用のsteam_appid.txtをビルド結果のフォルダに配置する//
/// Unity5.2.4で動作確認//
/// </summary>
public class PostBuildProcess
@TakaakiIchijo
TakaakiIchijo / PostBuildProcessDeletePDBFiles.cs
Created September 7, 2017 10:06
Unity Development BuildでWindowsだと出力されるpdbファイルを消す(Unity5.4以前向け)
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using System.IO;
using System.Linq;
using System.Collections.Generic;
/// <summary>
/// Debug//
/// Unity5.2.4で動作確認//
/// </summary>
@TakaakiIchijo
TakaakiIchijo / AudioSourceExtention.cs
Last active April 16, 2018 08:01
Unity AudioSource Extention PlayCompleteCallback with async/await
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
public static class AudioSourceExtention
{
public static async Task PlayWithCompCallback(this AudioSource audioSource, AudioClip audioClip, float volume = 1f)
@TakaakiIchijo
TakaakiIchijo / AutoAddImageToSplashScreen.cs
Created February 3, 2019 07:41
UnityのSplashScreenに自動的にSpriteを追加して自分自身は消滅するスクリプト
using System;
using System.Linq;
using UnityEngine;
using UnityEditor;
[InitializeOnLoad]
public class AutoAddImageToSplashScreen
{
private static string IMAGEPATH = "Assets/Textures/SplashScreen/Image.png";
private static string THISPATH = "Assets/Editor/AutoAddImageToSplashScreen.cs";
@TakaakiIchijo
TakaakiIchijo / CriAtomExSequencerExtension.cs
Last active July 30, 2019 09:16
CRI ADX2のシーケンスコールバックをいい感じの構造体に包んで返してくれるやつ
using System;
namespace CriWareExtensions
{
public static class CriAtomExSequencerExtension
{
public delegate void EventCbFunc(CriSequenceParam param);
public static void SetEventCallback(EventCbFunc callback)
{
@TakaakiIchijo
TakaakiIchijo / ADX2AddCueSheetToTask.cs
Last active August 8, 2019 05:06
ADX2AddCueSheetToTaskID
using System.Threading;
using System.Threading.Tasks;
public static class ADX2AddCueSheetToTask
{
public static Task<CriAtomCueSheet> ToTask(this CriAtomCueSheet cueSheet, CancellationToken ct)
{
var tcs = new TaskCompletionSource<CriAtomCueSheet>();
if (ct != CancellationToken.None)