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using UnityEngine;
using UnityEngine.Rendering;
using Unity.Mathematics;
[RequireComponent(typeof(Camera))]
public class Draw : MonoBehaviour
{
[SerializeField] public Mesh Mesh;
[SerializeField] public Material Material;
private Camera mainCamera;
.assembly StructInheritance{}
.assembly extern mscorlib{}
// Roslyn interprets A0 as static struct.
.class public auto ansi serializable beforefieldinit A0 extends System.ValueType
{
.method public hidebysig static valuetype A0 GetDefaultA0 () cil managed {
.maxstack 1
.locals init (
[0] valuetype A0
@pCYSl5EDgo
pCYSl5EDgo / Script.cs
Created March 3, 2019 06:51
そもそもこの手のものはstaticメソッドにするべきだと思います。
using System;
using UnityEngine;
public sealed class NameIncidenceTuple : UnityEngine.Object, IEquatable<NameIncidenceTuple>, IComparable<NameIncidenceTuple>
{
[SerializeField] public string Name;
[SerializeField] public int Incidence;
public override bool Equals(object other) => Equals(other as NameIncidenceTuple);
public bool Equals(NameIncidenceTuple other) => !(other is null) && Incidence == other.Incidence && Name == other.Name;
using System;
using System.Diagnostics;
using UnityEngine;
using Unity.Burst;
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using System.Reflection;
using System.Reflection.Emit;
using System;
using System.Reflection;
using System.Reflection.Emit;
static class Program
{
static Guid CALC() => Guid.NewGuid();
[System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveOptimization)]
static void Main(string[] args)
{
var z = new Func<Guid>(CALC).GetFuncPtr();