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using UnityEngine; | |
using System.Collections; | |
public class Shuffle : MonoBehaviour { | |
public int[] blockNums; | |
int[] blockIndexArray ; | |
// Use this for initialization | |
void setupArray(){ | |
int total = 0 ; |
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using UnityEngine; | |
using UnityEngine.UI; | |
using System.Collections; | |
using OSCsharp.Data; | |
namespace UniOSC{ | |
/// <summary> | |
/// This class is a blueprint for your own implementations of the abstract class UniOSCEventDispatcher | |
/// Dispatcher forces a OSCConnection to send a OSC Message. |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System; | |
using OSCsharp.Data; | |
namespace UniOSC{ | |
public class UniOSCGetMessage : UniOSCEventTarget { |
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1. Sphere Polygonを作る、名前をSkyDomeにしておく | |
2. equirectangularで画像で検索、適当にequirectangularの画像をダウンロードしておく | |
3. hypershadeで file[texture] ノードを作る | |
4. fileノードにダウンロードした画像を指定 | |
5. hypershadeでsurfaceShaderを作る | |
6. SkyDomeにマテリアルを割り当てる | |
7. SkyDomeのスケールを調整 100とか | |
8. SkyDomeの背面の表示をoffにする SkyDomeShape -> RenderStatus -> Double Sided を offに | |
9. SkyDomeの影の設定をoffにするSkyDomeShape -> RenderStatus -> Casts Shadows, Receive Shadows を offに | |
10. レンダリング設定で Finall Gatherをonに Render Settings -> Quality -> Advanced Light Sampling -> Indirect Diffuse(GI) Mode で Finalgatherを選択 |
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@echo off | |
rem publish batch file | |
rem set project root here | |
SET PROJ_ROOT=Y:\Pre2016TVED2\ | |
rem set sequence shot cut here | |
SET SEQ_SHOT_CUT=seq\01unity\shot\s101\\c001 | |
rem set unity_project here | |
SET UNITY_PROJ=project_01unity_s101c001 |
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using UnityEngine; | |
using System.Collections; | |
public class SetValueToChildren : MonoBehaviour { | |
// Use this for initialization | |
void Start () { | |
} | |
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using UnityEngine; | |
using System.Collections; | |
// マウスのボタンをあらわす番号がわかりにくかったので名前を付けた | |
enum MouseButtonDown { | |
MBD_LEFT = 0, | |
MBD_RIGHT, | |
MBD_MIDDLE, | |
}; |
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montage -background none hoge*.png -tile 2X3 out.png |