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Yoshihiro Shindo beinteractive

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// 俺は String に empty? が欲しいんだ
extension StringExtensions for String
{
get empty?():Boolean { length > 0 }
}
// length を持ってれば empty? が使える
extension EmptyExtension
{
requires length:UInt
get empty?():Boolean { length > 0 }
}
using UnityEngine;
using UnityEngine.UI;
public class NonTouchable : MonoBehaviour, ICanvasRaycastFilter
{
public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
{
return false;
}
}
Shader "Legacy Shaders/Dither Diffuse" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class CustomTrailRenderer : MonoBehaviour {
IEnumerator Start() {
var target = (Transform)null;
while (target == null) {
target = transform.parent;
for (var i = 0; i < 12; ++i) {
g = GameObject.Instantiate(prefab);
g.transform.SetParent(prefab.transform.parent);
g.transform.localPosition = Vector3.zero;
g.transform.localScale = Vector3.one;
var angle = 30f * i;
var radius = Velocity.AccelByRatio(218f, Source.Constant(0.92f)).Offset(83f);
var speed = Velocity.AccelByRatio(0.75f, Source.Constant(0.94f)).Offset(0.01f);
g.MotionP().Circular(radius, speed).Angle(angle).Fbm(new Vector2(0f, 1f), 3).AmplifyComponents(new Vector2(0f, 0.3f));
Shader "Dots"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_Color ("Main Color", Color) = (1, 1, 1, 1)
_Alpha ("Alpha", Float) = 1.0
[MaterialToggle] _Invert ("Invert", Float) = 0.0
}