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@TakaakiIchijo
TakaakiIchijo / ADX2ExtensionsTask.cs
Last active March 20, 2020 03:53
UniTaskを使ってADX2のキューシートロードをawaitしてCriAtomCueSheetを戻り値で返してくれるやつ
using UniRx.Async;
public static class ADX2ExtensionsTask
{
public static UniTask<CriAtomCueSheet>.Awaiter GetAwaiter(this CriAtomCueSheet cueSheet)
{
UniTask<CriAtomCueSheet> task = new UniTask<CriAtomCueSheet>(async ()=>
{
await UniTask.WaitWhile(() => cueSheet.IsLoading);
return cueSheet;
@TakaakiIchijo
TakaakiIchijo / CriAtomDotweenExtension.cs
Last active February 13, 2022 09:36
DOTweenでADX2の制御をするための拡張
using System;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
namespace DG.Tweening
{
public static class CriAtomDotweenExtension
{
#region AtomCraft
@TakaakiIchijo
TakaakiIchijo / ADX2ExtensionsTask.cs
Created November 26, 2019 07:59
ADX2のキューシートロードをasync/awaitで呼ぶやつ
public static class ADX2ExtensionsTask
{
public static Task<CriAtomCueSheet> ToTask(this CriAtomCueSheet cueSheet, CancellationToken ct = default)
{
var tcs = new TaskCompletionSource<CriAtomCueSheet>();
if (ct != CancellationToken.None)
{
ct.Register(() => tcs.TrySetCanceled(ct));
}
@TakaakiIchijo
TakaakiIchijo / CriAtomRecoder.cs
Last active January 28, 2020 02:33
ADX2の出力音声をwaveファイルで保存するスクリプト 要 WaveFileCreator.cs
using System;
using System.Collections;
using System.IO;
using UnityEngine;
public class CriAtomRecoder: MonoBehaviour
{
private WaveFileCreator waveFileCreator;
public string fileName = "recordedaudio";
public const string Wavext = ".wav";
@TakaakiIchijo
TakaakiIchijo / WaveFileCreator.cs
Last active January 27, 2020 15:07
LRに分かれたビットストリームを入れていくとWaveファイルが保存できるスクリプト
using System;
using System.IO;
using System.Text;
public class WaveFileCreator
{
private int numChannels = 2;
private int samplingRate = 44100;
private int numbites = 16;
@TakaakiIchijo
TakaakiIchijo / FontTextureFilterModeToPointImportSetting.cs
Last active September 23, 2019 02:44
ピクセルアート系ゲームなどでフォントファイルのテクスチャをパキッとするEditor処理(フィルタモードをBilinearからPointにする)
using UnityEngine;
using UnityEditor;
public class FontTextureFilterModeToPointImportSetting : AssetPostprocessor
{
//このパスに対象のフォントファイルを入れる//
private static readonly string FontAssetPath = "Assets/Fonts";
static void OnPostprocessAllAssets(
string[] importedAssets,
@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)
@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 / 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 / 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)