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using UnityEngine; | |
namespace Es.InkPainter.Sample | |
{ | |
public class MousePainter : MonoBehaviour | |
{ | |
/// <summary> | |
/// Types of methods used to paint. | |
/// </summary> | |
[System.Serializable] |
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/*手動で変更しないでください*/ | |
public enum AudioKey | |
{ | |
} |
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using UnityEngine; | |
using UnityEditor; | |
using System.Linq; | |
using System.Collections; | |
public class BundleTextureWindow : EditorWindow | |
{ | |
static EditorWindow window; | |
Texture[] texs; | |
Vector2 scroll; |
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#pragma multi_compile _ Lighting_ON Lighting_OFF |
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DirectoryInfo info = new DirectoryInfo(Path.Combine(Directory.GetCurrentDirectory(), "Library")); | |
var assemblies = info.GetFiles("*.dll", SearchOption.AllDirectories); | |
using(var writer = File.CreateText("LoadUnityAssemblies.csx")) | |
{ | |
foreach(var assembliyPath in assemblies) | |
{ | |
writer.WriteLine(string.Format("#r \"{0}\"", assembliyPath.FullName)); | |
} | |
} |
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#r "C:\\Program Files\Unity\Editor\Data\Managed\CrossDomainPolicyParser.dll" | |
#r "C:\\Program Files\Unity\Editor\Data\Managed\ICSharpCode.NRefactory.dll" | |
#r "C:\\Program Files\Unity\Editor\Data\Managed\Mono.Cecil.dll" | |
#r "C:\\Program Files\Unity\Editor\Data\Managed\Mono.Cecil.Mdb.dll" | |
#r "C:\\Program Files\Unity\Editor\Data\Managed\Mono.Cecil.Pdb.dll" | |
#r "C:\\Program Files\Unity\Editor\Data\Managed\nunit.core.dll" | |
#r "C:\\Program Files\Unity\Editor\Data\Managed\nunit.core.interfaces.dll" | |
#r "C:\\Program Files\Unity\Editor\Data\Managed\nunit.framework.dll" | |
#r "C:\\Program Files\Unity\Editor\Data\Managed\Unity.CecilTools.dll" | |
#r "C:\\Program Files\Unity\Editor\Data\Managed\Unity.DataContract.dll" |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
public class PostEffect : MonoBehaviour | |
{ | |
public Material mat; |
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public class AlphaGameObject : MonoBehaviour | |
{ | |
private Color alpha = new Color(0, 0, 0, 0.01f); | |
private List<Material> materials = new List<Material>(); | |
private void Start() | |
{ | |
//マテリアルの取得 | |
foreach(Transform child in transform) | |
{ |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Runtime.InteropServices; | |
public class PacketQueue | |
{ | |
/// <summary> | |
/// パケットの情報 |
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Shader "Custom/RimLighting" { | |
Properties{ | |
_MainTex("Texture", 2D) = "white"{} | |
_RimWidth("RimWidth", Range(0.5, 5.0)) = 2.0 | |
_Color("Color", Color) = (1, 1, 1, 0) | |
} | |
SubShader{ | |
Pass{ | |
CGPROGRAM | |
#pragma vertex vert |