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using System.IO; | |
namespace ZapAll | |
{ | |
class Program | |
{ | |
private static readonly char separator = Path.DirectorySeparatorChar; | |
static void Main(string[] args) | |
{ |
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(function () { | |
$(document).ready(function(){ | |
$('a[href*="jump.php"]').each(function(){ | |
var oldUrl = $(this).attr("href"); // Get current url | |
var newUrl = oldUrl.replace("/jump.php?", ""); // Create new url | |
$(this).attr("href", decodeURIComponent(newUrl)); // Set herf value | |
}); | |
}); | |
})(); |
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// based on UI-Default.shader which is available on https://unity3d.com/get-unity/download/archive | |
Shader "Custom/RainbowGradient" | |
{ | |
Properties | |
{ | |
[HideInInspector] [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
[HideInInspector] _Color ("Tint", Color) = (1,1,1,1) | |
[HideInInspector] _StencilComp ("Stencil Comparison", Float) = 8 | |
[HideInInspector] _Stencil ("Stencil ID", Float) = 0 | |
[HideInInspector] _StencilOp ("Stencil Operation", Float) = 0 |
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#include <cmath> | |
struct vec3 | |
{ | |
float x, y, z; | |
}; | |
float length(vec3 v) | |
{ | |
return sqrt(v.x * v.x + v.y * v.y + v.z * v.z); |
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using UnityEngine; | |
using System.Collections; | |
public class MinMaxSliderAttribute : PropertyAttribute | |
{ | |
public readonly float max; | |
public readonly float min; | |
public MinMaxSliderAttribute(float min, float max) | |
{ |
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using UnityEngine; | |
using System.Collections; | |
using UnityEditor; | |
using System.Linq; | |
[CanEditMultipleObjects] | |
[CustomEditor(typeof(Transform))] | |
public class TransformInspector : Editor | |
{ | |
enum TargetType |
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/// <summary> | |
/// レイヤーを指定して消去するコマンド | |
/// </summary> | |
public class AdvCommandLayerOff : AdvCommand | |
{ | |
string layerName; | |
float fadeTime; | |
float waitEndTime; | |
public AdvCommandLayerOff(StringGridRow row) |
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internal class AdvCommandCharacter2 : AdvCommandCharacter | |
{ | |
public static List<string> concurrectLayers = new List<string>(); | |
public static bool toBeCleared = false; | |
public AdvCommandCharacter2(StringGridRow row, AdvSettingDataManager dataManager) | |
: base(row, dataManager) | |
{ | |
} |
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Shader "Custom/TestShading" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
} | |
SubShader { | |
Tags { "RenderType" = "Opaque" } | |
CGPROGRAM | |
#pragma surface surf Lambert | |
struct Input { | |
float4 color : COLOR; |