- Qiita::Visual Studio Code+ASP.NET 5をMacOSXで試してみた
- Unity3d solution with Intellisense and C# syntax highlighting with Visual Studio Code on OS X = Heaven (twitter.com)
ソリューションファイルを指定してあげなければならなかったみたい。
| float GetFact( float ownersHp ){ | |
| var skillFactValue = 3f; // 適当 | |
| var ownersMaxHp = 1000f; // 適当 | |
| ownersHp = ownersMaxHp < ownersHp ? ownersMaxHp : ownersHp; | |
| float currentDamage = ownersMaxHp - ownersHp; | |
| var rate = currentDamage / ( ownersMaxHp - ( ownersMaxHp * 0.1f ) ); | |
| rate = rate > 1f ? 1f : rate; | |
| return Mathf.Lerp(1f, skillFactValue, rate ); |
| using System; | |
| using System.Linq; | |
| using System.Collections.Generic; | |
| namespace PlayGrournd | |
| { | |
| class MainClass | |
| { | |
| public static void Main(){ | |
| var x = new X (); |
| using UnityEngine; | |
| using UnityEditor; | |
| [CustomEditor( typeof( XXX ) )] | |
| [CanEditMultipleObjects] | |
| public class XXXInspector : Editor { | |
| SerializedProperty xxx;// public float xxx{private get{return this.__xxx;}set{this.__xxx = value;}} [SerializeField] float __xxx; | |
| SerializedProperty yyy;// [SerializeField]private float yyy; | |
| SerializedProperty zzz;// [SerializeField]private Transform zzz; // reference type. | |
| public void OnEnable(){ |
| Shader "jigaX/ScreenSpace" { | |
| Properties { | |
| } | |
| SubShader { | |
| pass { | |
| Tags { "LightMode" = "ForwardBase" } | |
| CGPROGRAM | |
| #pragma vertex vert |
| Shader "jigaX/Mosaic" { | |
| Properties { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
| _SnapVal("Threashold", Range(0,1)) = 1 | |
| } | |
| SubShader { | |
| Pass{ | |
| Tags { "RenderType"="Opaque" } | |
| LOD 200 |
| Shader "jigaX/Mosaic" { | |
| Properties { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
| _SnapVal("Threashold", Range(0,1)) = 1 | |
| _IsInModel( "In Model", Range(0,1) ) = 0 | |
| } | |
| SubShader { | |
| Pass{ | |
| Tags { "RenderType"="Opaque" } |
| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| //using UniRx; using UnityEngine.UI; | |
| # if UNITY_EDITOR | |
| using UnityEditor; | |
| [CustomEditor( typeof( TestMove ) )] | |
| public class TestMoveInspector : Editor{ | |
| public override void OnInspectorGUI() | |
| { |
| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] | |
| public class CubeTest : MonoBehaviour { | |
| public int xSize, ySize; | |
| void Awake(){ | |
| StartCoroutine( this.Generate() ); | |
| } |
| using UnityEngine; | |
| using UnityEngine.UI; | |
| # if UNITY_EDITOR | |
| using UnityEditor; | |
| [CustomEditor( typeof( UISizeFitter ) )] | |
| public class UISizeFitterInspector : Editor{ | |
| public override void OnInspectorGUI() | |
| { | |
| DrawDefaultInspector(); | |
| var script = target as UISizeFitter; |