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ftvoid ftvoid

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Vector2 playerDir = player.transform.position - transform.position;
var cross = velocity.x * playerDir.y - velocity.y * playerDir.x;
// 移動処理
private void OnMove() {
var player = PlayerManager.Player;
if ( player != null ) {
// 自機の方向に回転する
Vector2 playerDir = player.transform.position - transform.position;
var cross = velocity.x * playerDir.y - velocity.y * playerDir.x;
var rot = (cross > 0 ? angleSpeed : -angleSpeed) * Time.deltaTime;
velocity = Quaternion.Euler(0, 0, rot) * velocity;
[ContextMenu("ステージ配置データ保存")]
private void SaveLayoutData() {
Save(layouter.Convert());
}
// マスターデータ保存
private void Save<T>(T obj) {
var serializer = new JsonSerializer();
var path = EditorUtility.SaveFilePanel("", "/Assets/Project/Masters/Resources/", "", "json");
using DPV.Master;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace Editor.Layout {
/// <summary>
/// エディタ用ステージ配置管理
/// </summary>
using DPV.Master;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Editor.Layout {
/// <summary>
/// エディタ用ステージオブジェクト
/// </summary>
public class EditorStageObject : MonoBehaviour {
// スプライト切り替え
private void OnChangeSprite() {
// 次のスプライトを設定
spriteRenderer.sprite = sprites[current];
if ( ++current >= sprites.Length ) {
// 次に表示するスプライトが無いので、消滅
Destroy(gameObject);
return;
}
using DPV.Stage;
using UnityEngine;
using UniRx;
using System;
using Core.App;
namespace DPV.Effect {
/// <summary>
/// 爆発オブジェクト
/// </summary>
var resource = new CachedResource();
resource.Load<GameObject>("TestObject");
resource.Load<Texture2D>("TestTexture");
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Core.Resource {
/// <summary>
/// リソースのキャッシュ管理
/// </summary>
public class CachedResource : MonoBehaviour, IResource {
// ロード済みオブジェクトのキャッシュ
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Core.Resource {
/// <summary>
/// リソース管理
/// </summary>
public interface IResource {
T Load<T>(string path) where T : Object;