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using UnityEngine;
using System.Colletions;
using UniRx;
public class Example : MonoBehaviour
{
void Start()
{
//Coroutine実行中にExampleが破棄されると、エラーになる
@YutaKaseda
YutaKaseda / Main
Last active September 12, 2016 08:51
public partial class Main{
public class State{
public State();
public void Action();
}
public State doState;
using System;
using System.Collections.Generic;
public class EventManager{
static Dictionary<string,Action> evtHandler = new Dictionary<string, Action>();
//keyだけを登録->(key,null)
//keyに対応したActionを登録->(key,Action)
public static void AddEvent(string key,Action action){
public class sample{
//動く
public int prop{get; private set;}
//動かない
public int property{
get{return property;}
set{property = value;}
using UnityEngine;
using System.Collections;
public class MyTestScript : UnityMainMonoBehaviour {
void Start() {
UpdateManager.Instance.AddUpdateList(this);
}
public override void UnityMain() {
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public class BatchBuild : MonoBehaviour {
//for Android
static void BuildProject_Android(){
@YutaKaseda
YutaKaseda / PrefabResources.cs
Created October 22, 2015 04:29
UnityResourceManager
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Text;
public class PrefabResources : SingletonMonobehaviour<PrefabResources>{
[SerializeField]
List<GameObject> inspecterList;