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zonaryFUND / WindowsNotifyIcon.cs
Last active August 29, 2015 14:02
Registers Unity's Texture2D as an icon of System.Windows.Fomrs.Notifyicon (requires mono dll)
using UnityEngine;
using System.Windows.Forms;
public class WindowsNotifyIcon {
NotifyIcon notifyIcon;
public void RegisterNotifyIcon(Texture2D iconTexture) {
notifyIcon = new NotifyIcon();
MemoryStream memStream = new MemoryStream(iconTexture.EncodeToPNG());
memStream.Seek(0, SeekOrigin.Begin);
System.Drawing.Bitmap bitmap = new System.Drawing.Bitmap(memStream);
#!/bin/bash
###########################################################################
# Choose your ffmpeg version and your currently-installed iOS SDK version:
#
VERSION="2.0.2"
SDKVERSION="7.0"
ARCHS="armv7 armv7s i386"
#
#
IEnumerator<IObservable<Result>> Sequence(Player invokedPlayer, Result iteratedResult)
{
if (iteratedResult.Item1 == null)
yield return invokedPlayer.RequestCards(1)
.Select(c => new Result(c.First(), null));
if (iteratedResult.Item2 == null)
yield return invokedPlayer.RequestCards(iteratedResult.Item1.Cost)
.Select(c => new Result(iteratedResult.Item1, c));
using System.Collections.Generic;
using UniRx;
using System;
using System.Linq;
namespace NE.Model
{
using Result = Tuple<BuildingCard, IEnumerable<Card>>;
public class Carpenter : DeployableCard
{
using System;
using System.Collections.Generic;
using System.Linq;
using UniRx;
namespace NE.Model
{
public class Game
{
public IObservable<Unit> Run(Board board, Queue<Player> players, BehaviorSubject<Player> startingPlayer)
extension URL: Decodable {
public static func decode(_ json: JSON) -> Decoded<URL> {
guard case .string(let str) = json else { return .failure(.typeMismatch(expected: "String", actual: json.description)) }
guard let url = URL(string: str) else { return .failure(.custom("\(str) does not confirm URL expression"))}
return pure(url)
}
}
using System;
namespace Monad.Extensions
{
public interface ContState<TState, TValue> : Cont<Unit, State<TState, TValue>> { }
internal readonly struct PureContState<TState, TValue> : ContState<TState, TValue>
{
readonly Func<Func<State<TState, TValue>, Unit>, Unit> function;
internal PureContState(Func<Func<State<TState, TValue>, Unit>, Unit> function) => this.function = function;
using System.Linq;
using Monad;
using Monad.Extensions;
namespace BuildCiv.Model.CardDifinition
{
public readonly struct Barter : IPlayable
{
public int CivilCost => 1;
@zonaryFUND
zonaryFUND / a.cs
Last active February 2, 2022 15:50
public class BattleMain: MonoBehaviour {
public event EventHandler<List<UnitInfo>> UnitInfoUpdateHandler;
public SomeBattleProcess() {
// ~~~~何らかの戦闘処理でUnitInfoのリストが更新
UnitInfoUpdateHandler(this, this.unitInfoList);
}
}
////////////////////////////////
_objUnitColorTop = Enumerable.Range(0, 3).Select(y => Enumerable.Range(0, 6).Select(x => {
var obj = Instantiate("PrefabName");
// obj.transform.parent = などの処理
return obj;
}).ToArray()).ToArray();