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void Follow::step(float dt) | |
{ | |
CC_UNUSED_PARAM(dt); | |
if(_boundarySet) | |
{ | |
// whole map fits inside a single screen, | |
// no need to modify the position - unless map boundaries are increased | |
if(_boundaryFullyCovered) |
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static private native void initSignalHandler(); | |
@Override | |
protected void onCreate(Bundle savedInstanceState) { | |
super.onCreate(savedInstanceState); | |
initSignalHandler(); | |
} |
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animator.SetFloat("speed" , varticalMove); |
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using UnityEngine; | |
using System.Collections; | |
public class CreateStage : MonoBehaviour { | |
public GameObject gameObject; | |
// Use this for initialization | |
void Start () { | |
int countW = 5; | |
int countH = 5; |
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using UnityEngine; | |
using System.Collections; | |
public class BallSetup : MonoBehaviour { | |
// Use this for initialization | |
void Start () { | |
} |
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#pragma strict | |
public var speed : float = 3; | |
private var direction : Vector3 = Vector3.zero; | |
private var playerController : CharacterController; | |
private var animator : Animator; | |
function Start() { | |
playerController = GetComponent( CharacterController ); | |
animator = GetComponentInChildren( Animator ); |
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unsigned char* buf = FileUtils::getInstance()->getFileDataFromZip( | |
path.c_str() , | |
zipFile.c_str(), | |
(ssize_t*)&size); |
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_client->emit("event" , "aaaaa"); |
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// 指定したカットシーンを再生 | |
AnimatorTimeline.Play("Take名"); | |
// 指定したカットシーンをループ再生 | |
AnimatorTimeline.Play("Take名", true); | |
// 再生中のカットシーンを止める | |
AnimatorTimeline.Stop(); |
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// NativeUtil.cpp | |
#include "NativeUtil.h" | |
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) | |
#import <objc/runtime.h> | |
#import <Foundation/Foundation.h> | |
#import <UIKit/UIKit.h> | |
#endif |
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