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Yoshitaka Kimisaki yKimisaki

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using System;
namespace Tonari.Text
{
public class StringBuilder : IDisposable
{
private char[] _buffer;
private int _bufferLength;
private int _position;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Tonari.Linq
{
public static class Repetition
{
public static IEnumerable<T> Create<T>(Func<T> factory, int count)
{
using System;
using System.Collections.Generic;
using UniRx;
using UniRx.Operators;
namespace Tonari.UniRx
{
public static class WithHistoryExtensions
{
public static IObservable<WithHistoryObservable<T>.WithHistoryValue> WithHistory<T>(this IObservable<T> source, int maxCount)
using System.Collections.Generic;
using UnityEngine;
namespace Unity.Extensions
{
public static class GameObjectExtensions
{
public static IEnumerable<TComponent> SelectComponents<TComponent>(this IEnumerable<GameObject> source) where TComponent : Component
{
foreach (var go in source)
using System;
namespace Tonari.Text
{
public static class MiniRegex
{
private const char any = '?';
private const char wild = '*';
private const char bracketStart = '[';
using System.Collections.Generic;
using System.Linq;
using Tonari.Text;
using UnityEngine;
namespace Tonari.UnityEngine
{
public abstract class TypedPlayerPrefs<TKey, TValue>
{
// TODO: JsonUtilityが配列に対応したら直す
using System;
using System.Collections.Generic;
using System.Linq;
using UniRx;
namespace Tonari.UniRx
{
public class ContinuousObservableQueue<T>
{
private Subject<Unit> _onAgitate;
using System;
using System.Reflection;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Tonari.Unity
{
using System;
using System.Collections;
using System.Collections.Generic;
namespace Tonari.Linq
{
public static class Enumerable_ShrinkEx
{
public static IEnumerable<TSource[]> Shrink<TSource>(this IEnumerable<TSource> source)
{
#if CSHARP_7_OR_LATER
#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
using System;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement;
namespace UniRx.Async
{