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@s2kw
s2kw / TriPolygonGenerate.cs
Last active January 16, 2016 10:32
ポリゴンを出力するチュートリアルをちょっとだけ改造したメモ。[tutorial](http://catlikecoding.com/unity/tutorials/procedural-grid/)
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() );
}
@s2kw
s2kw / TestMove.cs
Created December 31, 2015 09:34
Move pattern x 3
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()
{
@s2kw
s2kw / ForceBoxel.shader
Created November 12, 2015 04:30
モデル座標系でスナップさせるか、ビュー座標系でスナップさせるかのスイッチを追加した版。
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" }
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/ScreenSpace" {
Properties {
}
SubShader {
pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
@s2kw
s2kw / memo.md
Created May 4, 2015 04:21
visual studio code を Unityで使う時、references count が表示されなかったのをいろいろ試したら表示されるようになった。
@s2kw
s2kw / CustomInspector.cs
Created April 30, 2015 13:49
serializeProperty経由で書き込む時の注意
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(){
@s2kw
s2kw / InheritedClasses.cs
Created April 9, 2015 03:47
継承したら継承元から見てもクラス変わってるんだぜ
using System;
using System.Linq;
using System.Collections.Generic;
namespace PlayGrournd
{
class MainClass
{
public static void Main(){
var x = new X ();
@s2kw
s2kw / ability.cs
Created March 17, 2015 11:59
memo for angry ability fact
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;
namespace PlayGrournd
{
class MainClass
{
public static void Main(){
var line = System.Console.ReadLine().Trim();
string[] words = line.Split(' ');