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// _visualEffect.SendEvent("OnPlay"); と同じ
// _visualEffect.SendEvent(VisualEffectAsset.PlayEventName); と同じ
_visualEffect.SendEvent(VisualEffectAsset.PlayEventID);
var id = Shader.PropertyToID("イベント名");
_visualEffect.SendEvent(id);
/// <summary>
/// <para>The default name ID of the play event.</para>
/// </summary>
public static readonly int PlayEventID = Shader.PropertyToID("OnPlay");
/// <summary>
/// <para>The default name ID of the stop event.</para>
/// </summary>
public static readonly int StopEventID = Shader.PropertyToID("OnStop");
// _visualEffect.SendEvent("OnPlay");と同じ
_visualEffect.SendEvent(VisualEffectAsset.PlayEventName);
/// <summary>
/// <para>The default name of the play event.</para>
/// </summary>
public const string PlayEventName = "OnPlay";
/// <summary>
/// <para>The default name of the stop event.</para>
/// </summary>
public const string StopEventName = "OnStop";
#!/bin/bash
# コピーしたいテンプレート記事パス
template='templates/article_template.md'
# 日付
date=`date '+%Y%m%d'`
# 検索対象フォルダ
dir='drafts/'
@baobao
baobao / UnityMicRecording.cs
Last active September 11, 2020 13:42
Unityで録音し、メモリ上に保持した録音サウンドを再生するサンプルコード
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Unityで録音し、メモリ上に保持した録音サウンドを再生するサンプルコード
/// OnGUIでデバッグボタンを表示しています
/// </summary>
public class UnityMicRecording : MonoBehaviour
{
/// <summary>
// setup serial
serial.setBaudRate(BaudRate.BaudRate115200)
// 0:none, 1:Success, 2:Fail
basic.forever(function ()
{
let str = serial.readString()
if (str.indexOf("1") >= 0) {
basic.showIcon(IconNames.Heart)
basic.pause(1000)
@baobao
baobao / RenameTxt2Cs.csx
Created August 1, 2020 19:00
Rename Sample `.txt` to `.cs`
#!/usr/bin/env dotnet-script
/**
* Rename Sample .txt to .cs
*/
if (Args == null || Args.Count < 0)
{
Console.WriteLine("Require arguments");
return;
}
@baobao
baobao / Janken.c
Created May 3, 2020 16:49
Cでじゃんけんゲーム
#include<stdio.h>
#include<stdlib.h>
#include<time.h>
#include<unistd.h>
// じゃんけんの手
char te[3][20] = {"グー", "チョキ", "パー"};
int main()
{