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# BLT | |
* サイズ: レギュラー | |
* パン: セサミ | |
* 野菜: レタス上限まで | |
* ソース: 良さ気なやつ or オススメ | |
# ローストビーフ | |
* サイズ: レギュラー | |
* パン: セサミ | |
* 野菜: レタス上限まで |
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// @takashicompany (http://takashicompany.com) | |
using UnityEngine; | |
using System.Collections; | |
namespace TakashiCompany.Unity.Util | |
{ | |
/// <summary> | |
/// Trajectory calculate. | |
/// </summary> |
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float test0 = 2.4f; | |
float test1 = 2.49999f; | |
float test2 = 2.5f; | |
float test3 = 2.51f; | |
float test4 = 3f; | |
string result = string.Format( | |
"test0:{0}\ntest1:{1}\ntest2:{2}\ntest3:{3}\ntest4:{4}" | |
, | |
test0.ToString("0.#"), // 結果:2.4 |
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public class StaticConstructorSample | |
{ | |
static void StaticConstructorSample() | |
{ | |
// 初期化処理 | |
} | |
public static void Execute() | |
{ | |
// 実行処理 |
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void Awake() | |
{ | |
BoxCollider boxCollider = GetComponent<BoxCollider>(); | |
if (boxCollider == null) | |
{ | |
boxCollider = gameObject.AddComponent<BoxCollider>(); | |
} | |
} | |
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var angle = 140; // Angle | |
var angleV3 = Quaternion.AngleAxis(angle, Vector3.forward) * Vector3.up |
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/// <summary> | |
/// Calculates the trajectory. | |
/// </summary> | |
/// <returns>The trajectory.</returns> | |
/// <param name="start">Start.</param> | |
/// <param name="power">Power.</param> | |
/// <param name="mass">Mass.</param> | |
/// <param name="gravity">Gravity.</param> | |
/// <param name="gravityScale">Gravity scale.</param> | |
/// <param name="time">Time.</param> |
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Host * | |
ServerAliveInterval 60 | |
Host github.com | |
Compression yes | |
Ciphers arcfour128,arcfour256,arcfour,aes128-cbc,3des-cbc,blowfish-cbc,cast128-cbc,aes192-cbc,aes256-cbc |
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public Child child; | |
private IEnumerator StartPlay() | |
{ | |
child.Play(); | |
while (!child.isComplete) | |
{ | |
// childのisComplete変数がtrueになるまで待機 | |
yield return new WaitForEndOfFrame(); |
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void Update() | |
{ | |
// 1秒で右に10m進む | |
float speed = 10f; | |
transform.Translate(Vector3.right * speed * Time.deltaTime); | |
} |