Skip to content

Instantly share code, notes, and snippets.

View divide-by-zero's full-sized avatar

ksz divide-by-zero

View GitHub Profile
set targetFile=$(ProjectDir)\Properties\AndroidManifest.xml
set yyyy=%date:~0,4%
set mm=%date:~5,2%
set dd=%date:~8,2%
set tm=%time:~0,8%
set tm=%tm: =0%
set hh=%tm:~0,2%
set tt=%tm:~3,2%
set ss=%tm:~6,2%
@divide-by-zero
divide-by-zero / file0.cs
Created June 17, 2017 15:59
GoogleSpreadSheetBackEndにbyteデータを格納する+機能追加 ref: http://qiita.com/divideby_zero/items/322c5bb859e91fa3b572
var query = new SpreahSheetQuery("scoreRank");
query.Select("id,name,hiscore");
@divide-by-zero
divide-by-zero / file0.cs
Created June 1, 2017 05:12
Genericsメソッドとparamsの優先順位 ref: http://qiita.com/divideby_zero/items/504f6db139b4f580fd9c
public static class DebugUtil
{
public static void ListDump<T>(IEnumerable<T> datas)
{
foreach (var data in datas)
{
Console.WriteLine(data);
}
}
}
@divide-by-zero
divide-by-zero / file0.cs
Last active January 27, 2020 02:21
keyが存在しない場合はデフォルト値を返すDictionaryの拡張 ref: https://qiita.com/divideby_zero/items/cd6f0c901a434bc891be
var dict = new Dictionary<string,string>();
var t = dict["test"];//↑で作ったばかりなので入ってるはずもなく、KeyNotFoundException
@divide-by-zero
divide-by-zero / file0.cs
Created July 15, 2016 11:52
Unity標準UIのInputFieldはScroll出来ないので対処法 ref: http://qiita.com/divideby_zero/items/7cb32ac1c0b74be9ba6c
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
public class ScrollableInputField : MonoBehaviour
{
[SerializeField]
private InputField _targetInputField;
[SerializeField]
@divide-by-zero
divide-by-zero / file0.cs
Last active May 19, 2020 03:25
Unityで物理演算ゲームの作り方 ref: https://qiita.com/divideby_zero/items/491d18cbc91d7fabd700
private List<Vector2> vlist= new List<Vector2>();
public void Update()
{
if (Input.GetMouseButton(0))
{
var pos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
vlist.Add(pos);
}
}
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public static class UIUtility
{
public static EventTrigger.TriggerEvent AddEvent(this GameObject o,EventTriggerType e)
{
@divide-by-zero
divide-by-zero / MyUtil.cs
Created April 29, 2016 16:29
指定した一つ以上のGameObjectのlayerを一括で変更する
public class MyUtil
{
/// <summary>
/// 指定した1つ以上のGameObjectのlayerを一括で変更する
/// </summary>
/// <param name="layer">変更したいlayerId</param>
/// <param name="targetObjects">レイヤーを変更したい1つ以上のGameObject</param>
/// </summary>
public static void SetLayer(int layer,params GameObject[] targetObjects)
{
public class MyUtil
{
//渡された重み付け配列からIndexを得る
public static int GetRandomIndex(params int[] weightTable)
{
var totalWeight = weightTable.Sum();
var value = Random.Range(1, totalWeight + 1);
var retIndex = -1;
for (var i = 0; i < weightTable.Length; ++i)
{
@divide-by-zero
divide-by-zero / file0.cs
Created January 3, 2016 06:45
配列(IEnumerable)の中からランダムで一つ返却するLinq拡張 ref: http://qiita.com/divideby_zero/items/3a5f92a9208f87204cce
public static class LinqExtensions
{
public static T RandomAt<T>(this IEnumerable<T> ie)
{
if (ie.Any() == false) return default(T);
return ie.ElementAt(Random.Range(0, ie.Count()));
}
}