なんか全部mdで書いてembedすれば良いという話も聞きますが:
- 横幅少し減るし
- どちらかというと「ぱらぱら読めるもの」の方を書きたい気持ちもあるので
| using System.Collections.Generic; | |
| using System.IO; | |
| using UnityEngine; | |
| using System; | |
| #if UNITY_EDITOR | |
| using UnityEditor; | |
| // Original: https://techblog.sega.jp/entry/2016/11/28/100000 | |
| public class KeyframeReduction : AssetPostprocessor |
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Playables; | |
| #if UNITY_EDITOR | |
| using UnityEditor; | |
| #endif | |
| // Original: https://styly.cc/ja/tips/aigaalince001_jojomon_particlelive1/ CreateBoneAnimeClip.cs |
| using UnityEngine; | |
| using MathNet.Numerics; | |
| using System; | |
| using System.Collections.Generic; | |
| class AnimCurve { | |
| public enum CurveType { | |
| Discrete, | |
| Linear, | |
| Smooth, |
| using UnityEngine; | |
| #if UNITY_EDITOR | |
| using UnityEditor; | |
| #endif | |
| public class AnimationLooper : MonoBehaviour { | |
| [SerializeField] private AnimationClip clip; | |
| [SerializeField] private float overlapTime = 0.5f; | |
| [SerializeField] private string path; | |
| #if UNITY_EDITOR |
| Shader "phi16/Wire" | |
| { | |
| Properties | |
| { | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
| LOD 100 | |
| ZWrite Off |
なんか全部mdで書いてembedすれば良いという話も聞きますが:
| id = ... | |
| c = id: e | |
| m = id%. | |
| e = primitive | |
| | λ( (id* | id*: e)%, ) e | |
| | λ{ (id* | id*: e)%, } e | |
| | Π( (e | id*: e)%, ) e | |
| | Π{ (e | id*: e)%, } e | |
| | e e | |
| | e {e} |