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UnityEditorを使って2D格闘(2D Fighting game)作るときのモーション遷移図作成の半自動化に挑戦しよう<その4> ref: http://qiita.com/muzudho1/items/baf4b06cdcda96ca9a11
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TRANSITION ADD | |
FROM "Base Layer.SMove" | |
TO "Base Layer.SAtkLP" |
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TRANSITION ADD | |
FROM "Base Layer.SMove" | |
TO ATTR (BusyX Block) |
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( | |
[ ( Stand Punch ) ( Stand Kick ) ] { H } ) |
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( | |
[ | |
( Stand Punch ) ( Stand Kick ) ] { H } ) |
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( | |
[ | |
( | |
Stand Punch ) ( Stand Kick ) ] { H } ) |
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( | |
[ | |
( | |
Stand | |
Punch ) ( Stand Kick ) ] { H } ) |
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( | |
[ | |
( | |
Stand | |
Punch | |
) ( Stand Kick ) ] { H } ) | |
# あっ、) だ! 戻ろう! |
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( | |
[ | |
( | |
Stand | |
--> Punch | |
) ( Stand Kick ) ] { H } ) |
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( | |
[ | |
( | |
--> Stand | |
Punch | |
) ( Stand Kick ) ] { H } ) |
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( | |
[ | |
--> ( | |
Stand | |
Punch | |
) ( Stand Kick ) ] { H } ) | |
# あっ、) に対応する ( を見つけた! じゃあ Stand & Punch で検索しよう! |
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( | |
[ | |
--> 1 ( Stand Kick ) ] { H } ) | |
# 計算結果は、部室のロッカーの 1 番に入れておいた。計算を続ける。 |
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( | |
[ | |
1 | |
( Stand Kick ) ] { H } ) |
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( L Punch ) |
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( | |
[ | |
1 | |
( | |
Stand Kick ) ] { H } ) |
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( | |
[ | |
1 | |
( | |
Stand | |
Kick ) ] { H } ) |
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( | |
[ | |
1 | |
( | |
Stand | |
Kick | |
) ] { H } ) | |
# あっ、) だ! 戻ろう! |
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( | |
[ | |
1 | |
( | |
Stand | |
--> Kick | |
) ] { H } ) |
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( | |
[ | |
1 | |
( | |
--> Stand | |
Kick | |
) ] { H } ) |
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( | |
[ | |
1 | |
--> ( | |
Stand | |
Kick | |
) ] { H } ) | |
# あっ、) に対応する ( を見つけた! じゃあ Stand & Kick で検索しよう! |
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( | |
[ | |
1 | |
--> 2 ] { H } ) | |
# 計算結果は、部室のロッカーの 2 番に入れておいた。計算を続ける。 |
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( | |
[ | |
1 | |
2 | |
] { H } ) | |
# あっ、] だ! 戻ろう! |
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( | |
[ | |
1 | |
--> 2 | |
] { H } ) |
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( | |
[ | |
--> 1 | |
2 | |
] { H } ) |
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[ ( Stand Punch ) ( Stand Kick ) ] |
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( | |
--> [ | |
1 | |
2 | |
] { H } ) | |
# あっ、] に対応する [ を見つけた! じゃあ 部室のロッカーの 1 と 2 に入っている靴は | |
# いっしょに混ぜて 重複は trancate(捨てる)しよう。 | |
# その結果は 部室のロッカーの 3 に入れる。 |
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( | |
--> 3 { H } ) |
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( | |
3 | |
{ H } ) |
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( | |
3 | |
{ | |
H } ) |
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( | |
3 | |
{ | |
H | |
} ) | |
# あっ、} だ! 戻ろう! |
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( | |
3 | |
{ | |
--> H | |
} ) |
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( | |
3 | |
--> { | |
H | |
} ) | |
# あっ、} に対応する { を見つけた! じゃあ H & ……、1個だけか。1個で検索しよう! | |
# そして、その結果に当てはまらなかったものは 全部 部室のロッカーの 4 番に入れておこう。 | |
# 計算を続ける。 |
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( | |
3 | |
--> 4 ) |
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( | |
3 | |
4 | |
) | |
# あっ、) だ! 戻ろう! |
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( | |
3 | |
--> 4 | |
) |
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( [ ( Stand Punch ) ( Stand Kick ) ] { H } ) |
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( | |
--> 3 | |
4 | |
) |
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--> ( | |
3 | |
4 | |
) | |
# あっ、) に対応する ( を見つけた! じゃあ 部室のロッカーの 3 と 4 に入っている靴は | |
# 全部のロッカーに重複している靴だけ残して、そうでない靴は trancate(捨てる)しよう。 | |
# その結果は 部室のロッカーの 5 に入れる。 |
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--> 5 |
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5 | |
# (^▽^)あっ、計算が終わってるぜ。答えは 部室のロッカーの 5 番に入ってるからな。 |
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TRANSITION INSERT | |
SET Duration 0 ExitTime 1 | |
FROM “Base Layer.SMove” | |
TO ATTR (BusyX Block) |
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TRANSITION UPDATE | |
SET Duration 0.25 ExitTime 0.75 | |
FROM “Base Layer.SMove” | |
TO ATTR (BusyX Block) |
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TRANSITION DELETE | |
FROM “Base Layer.SMove” | |
TO ATTR (BusyX Block) |
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TRANSITION SELECT | |
FROM “Base Layer.SMove” | |
TO ATTR (BusyX Block) |
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string expression = "( [ ( Alpha Cee ) ( Beta Dee ) ] { Eee } )"; | |
List<int> result = Util_StellaQL.Execute(expression); |
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( [ ( Alpha Cee ) ( Beta Dee ) ] { Eee } ) |
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[ ( Stand Punch ) ( Stand Kick ) { H } ] |
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List<int> result = Util_StellaQL.Execute(expression, typeof(AstateIndex)); |
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public static List<int> Execute(string expression, Type enumration) |
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object enumElement = Enum.Parse(enumration, "Num"); // 変換できなかったら例外を投げる | |
Debug.Log("enumElement = " + enumElement.ToString() + " typeof = " + enumElement.GetType()); |
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[Flags] | |
public enum Attr | |
{ | |
Zero = 0, // (0) 最初の要素は 0 であることが必要。あとで計算に使う。 | |
Alpha = 1, // (1) | |
Beta = 1 << 1, // (2) | |
Cee = 1 << 2, // (4) | |
Dee = 1 << 3, // (8) | |
Eee = 1 << 4, // (16) | |
} |
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/// <summary> | |
/// 補集合 | |
/// </summary> | |
public static List<int> Complement(List<int> set, Type enumration) | |
{ | |
List<int> complement = new List<int>(); | |
{ | |
// 列挙型の中身をリストに移動。 | |
foreach (int elem in Enum.GetValues(enumration)) { complement.Add(elem); } | |
// 後ろから指定の要素を削除する。 | |
for (int iComp = complement.Count - 1; -1 < iComp; iComp--) | |
{ | |
if (set.Contains(complement[iComp])) | |
{ | |
Debug.Log("Remove[" + iComp + "] ("+ complement[iComp]+")"); | |
complement.RemoveAt(iComp); | |
} | |
else | |
{ | |
Debug.Log("Tick[" + iComp + "] (" + complement[iComp] + ")"); | |
} | |
} | |
} | |
return complement; | |
} |
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/// <summary> | |
/// ( ) 演算をテスト | |
/// </summary> | |
[Test] | |
public void OperationKeyword() | |
{ | |
List<int> set = new List<int>() { (int)AstateDatabase.Attr.Beta, (int)AstateDatabase.Attr.Dee }; | |
List<int> result = StellaQLScanner.Keyword_to_locker(set, typeof(AstateDatabase.Attr)); | |
int i = 0; | |
foreach (int attr in result) { Debug.Log("Attr[" + i + "]: " + (AstateDatabase.Attr)attr + " (" + attr + ")"); i++; } | |
Assert.AreEqual(1, result.Count); | |
if (1 == result.Count) | |
{ | |
Assert.AreEqual((int)AstateDatabase.Attr.Beta | (int)AstateDatabase.Attr.Dee, result[0]); | |
} | |
} |
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/// <summary> | |
/// [ ] 演算をテスト | |
/// </summary> | |
[Test] | |
public void OperationKeywordList() | |
{ | |
List<int> set = new List<int>() { (int)AstateDatabase.Attr.Beta, (int)AstateDatabase.Attr.Dee }; | |
List<int> result = StellaQLScanner.KeywordList_to_locker(set, typeof(AstateDatabase.Attr)); | |
int i = 0; | |
foreach (int attr in result) { Debug.Log("Attr[" + i + "]: " + (AstateDatabase.Attr)attr + " (" + attr + ")"); i++; } | |
Assert.AreEqual(2, result.Count); | |
if (2 == result.Count) | |
{ | |
Assert.AreEqual((int)AstateDatabase.Attr.Beta, result[0]); | |
Assert.AreEqual((int)AstateDatabase.Attr.Dee, result[1]); | |
} | |
} |
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/// <summary> | |
/// { } 演算をテスト | |
/// </summary> | |
[Test] | |
public void OperationNGKeywordList() | |
{ | |
List<int> set = new List<int>() { (int)AstateDatabase.Attr.Beta, (int)AstateDatabase.Attr.Dee }; | |
List<int> result = StellaQLScanner.NGKeywordList_to_locker(set, typeof(AstateDatabase.Attr)); | |
int i = 0; | |
foreach (int attr in result) { Debug.Log("Attr[" + i + "]: " + (AstateDatabase.Attr)attr + " (" + attr + ")"); i++; } | |
Assert.AreEqual(4, result.Count); | |
if (4 == result.Count) | |
{ | |
Assert.AreEqual((int)AstateDatabase.Attr.Zero, result[0]); | |
Assert.AreEqual((int)AstateDatabase.Attr.Alpha, result[1]); | |
Assert.AreEqual((int)AstateDatabase.Attr.Cee, result[2]); | |
Assert.AreEqual((int)AstateDatabase.Attr.Eee, result[3]); | |
} | |
} |
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public static List<int> Keyword_to_locker(List<int> set, Type enumration) | |
{ // 列挙型要素を OR 結合して持つ。 | |
List<int> attrs = new List<int>(); | |
int sum = (int)Enum.GetValues(enumration).GetValue(0);//最初の要素は 0 にしておくこと。 列挙型だが、int 型に変換。 | |
foreach (object elem in set) { sum |= (int)elem; }// OR結合 | |
attrs.Add(sum); // 列挙型の要素を結合したものを int型として入れておく。 | |
return attrs; | |
} | |
public static List<int> KeywordList_to_locker(List<int> set, Type enumration) | |
{ // 列挙型要素を 1つ1つ ばらばらに持つ。 | |
List<int> attrs = new List<int>(); | |
foreach (int elem in set) { attrs.Add(elem); }// 列挙型の要素を1つ1つ入れていく。 | |
return attrs; | |
} | |
public static List<int> NGKeywordList_to_locker(List<int> set, Type enumration) | |
{ | |
return Complement(set, enumration); // 補集合を返すだけ☆ | |
} |
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([(Alpaca Bear)(Cat Dog)]{Elephant}) |
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# [ ( Stand Punch ) ( Stand Kick ) ] { H } |
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( | |
[ | |
( | |
Alpaca | |
Bear | |
) | |
( | |
Cat | |
Dog | |
) | |
] | |
{ | |
Elephant | |
} | |
) |
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0: () Bear Alpaca | |
1: () Dog Cat | |
2: [] 1 0 | |
3: {} Elephant | |
4: () 3 2 |
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([(Alpha Cee)(Beta)]{Eee}) |
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List<List<string>> tokenLockers = new List<List<string>>(){ // 元は "([(Alpha Cee)(Beta)]{Eee})" | |
new List<string>() { "Cee", "Alpha", }, | |
new List<string>() { "Beta", }, | |
new List<string>() { "1","0",}, | |
new List<string>() { "Eee", }, | |
new List<string>() { "3","2",}, | |
}; | |
List<string> tokenLockersOperation = new List<string>() { "(", "(", "[", "{", "(", }; |
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Alpaca | |
Cat | |
Rabbit |
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STATE SELECT | |
WHERE ATTR ([(Alpha Cee)(Beta)]{Eee}) |
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Alpaca | |
Cat | |
Rabbit |
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TRANSITION SELECT | |
FROM "Base Layer.Zebra" | |
TO ATTR ([(Alpha Cee)(Beta)]{Eee}) |
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# FROM | |
Zebra | |
# TO | |
Alpaca | |
Cat | |
Rabbit |
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# コメントA | |
STATE SELECT | |
# コメントB | |
WHERE ATTR ([(Alpha Cee)(Beta)]{Eee}) | |
# コメントC |
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( [ ( Stand Punch ) ( Stand Kick ) ] { H } ) |
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# No! ダメ | |
STATE SELECT # no comment. ここにコメントは書けない | |
WHERE ATTR ([(Alpha Cee)(Beta)]{Eee}) |
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# No! | |
Set name1 -0.1 name2 -2 name3 --Ho! Ho! | |
1.5 name4 10 | |
# No! | |
{alpaca/* bear*/ cat} |
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TRANSITION ADD | |
FROM "Base Layer.SMove" | |
TO ATTR ( [ ( Stand Punch ) ( Stand Kick ) ] { H } ) |
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( [ ( Stand Punch ) ( Stand Kick ) ] { H } ) |
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