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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System; | |
public class SoundManager : SingletonMonoBehaviour<SoundManager>,IPausable { | |
//From resources folder// | |
public string seAudioClipPath = "AudioClips/SE"; |
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void CreateScriptableObjectAndSave(string assetPath) | |
{ | |
//アセットの生成// | |
AssetDatabase.CreateAsset ((ScriptableObject)someScriptableObject, assetPath); | |
//変更ここから// | |
AssetDatabase.StartAssetEditing(); | |
//ここで生成したScriptableObjectにデータを入れる処理// |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
///Requires Transparent Material/// | |
///マテリアルの出現エフェクト/// | |
public class AppearEffect : MonoBehaviour{ | |
[SerializeField] |
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using UnityEngine; | |
using System.Collections; | |
namespace Util { | |
public class DebugInEditor : MonoBehaviour | |
{ | |
public static void Log(string log) | |
{ | |
#if UNITY_EDITOR |
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using UnityEngine; | |
public class UIPlayAtom : MonoBehaviour | |
{ | |
public string cueName; //再生するキュー名// | |
public string cueSheet; //再生するキューが入ったキューシート名// | |
public float volume; | |
public flota pitch; | |
static CriAtomSource atomSourceNGUI; |
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private List<AudioClip> seAudioClips = new List<AudioClip>(); | |
void Awake () { | |
seAudioClips = Resources.LoadAll(filePath, typeof(AudioClip)).Cast<AudioClip>().ToList(); | |
} |
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