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@kankikuchi
kankikuchi / AnimationsAccess.cs
Last active August 29, 2015 14:00
Unity Animationsにアクセス
// PlayerがAnimationを持っているGameObject
foreach (AnimationState anim in Player.animation)
{
Debug.Log (anim.name);
}
@kankikuchi
kankikuchi / AnimationsNameChange.cs
Last active August 29, 2015 14:00
名前にidle,run,walkを含んだアニメーションを検索、名前をidle,run,walkに変更
// PlayerがAnimationを持っているGameObject
//変更するアニメ探し
string[] AnimeArrayAfter = {
"idle","run","walk",
};
ArrayList ChangeAnimeNameList = new ArrayList ();
ArrayList ChangeAnimeNameAfterList = new ArrayList ();
@kankikuchi
kankikuchi / JoinedRoom.cs
Created May 12, 2014 22:07
Unity+photonでルームを作って入るまで
void Start ()
{
//photonを利用するための初期設定 ロビーを作成して入る?
PhotonNetwork.ConnectUsingSettings("0.1");
}
//PhotonNetwork.ConnectUsingSettingsを行うと呼ばれる
void OnJoinedLobby()
{
//ランダムにルームに入る
@kankikuchi
kankikuchi / NetworkPlayer.cs
Last active August 29, 2015 14:01
Unity+photonでプレイヤーの場所、角度、アニメーションを同期させる
using UnityEngine;
using System.Collections;
[RequireComponent (typeof(PhotonView))]
[RequireComponent (typeof(PlayerAnimScript))] //Animationの設定を行うスクリプト
public class NetworkPlayer : Photon.MonoBehaviour
{
private Vector3 correctPlayerPos = Vector3.zero;
private Quaternion correctPlayerRot = Quaternion.identity;
@kankikuchi
kankikuchi / PlayerAnimeScript.cs
Last active August 29, 2015 14:01
Unityでプレイヤーのアニメーションを管理
using UnityEngine;
using System.Collections;
public class PlayerAnimScript : MonoBehaviour
{
//Animationの種類
public enum AnimeName
{
idle,
run,
@kankikuchi
kankikuchi / NetwrkPlayer.cs
Last active August 29, 2015 14:01
Unity+photonでプレイヤーの場所、角度、アニメーション、名前ラベルを同期させる
using UnityEngine;
using System.Collections;
[RequireComponent (typeof(PhotonView))]
[RequireComponent (typeof(PlayerAnimScript))] //Animationの設定を行うスクリプト
public class NetworkPlayer : Photon.MonoBehaviour
{
private Vector3 correctPlayerPos = Vector3.zero;
private Quaternion correctPlayerRot = Quaternion.identity;
@kankikuchi
kankikuchi / Encryption.cs
Last active August 29, 2015 14:08
Unity、ZDatabase改良案
using UnityEngine;
using System.Collections;
public static class Encryption {
//=================================================================================
//保存
//=================================================================================
public static void SaveInt(string key, int value){
@kankikuchi
kankikuchi / def.m
Created November 9, 2014 08:20
保存するkeyによって、NSUserDefaultsの保存先を変える
-(NSUserDefaults*)GetDef:(NSString*)key{
NSString *subStr = [key substringFromIndex:[key length] - 1];
NSString *defKey = [NSString stringWithFormat:@"%d%@", [key length], subStr];
NSUserDefaults* def = [[NSUserDefaults alloc] initWithSuiteName:defKey];
return def;
}
@kankikuchi
kankikuchi / SkipBackup.m
Created November 9, 2014 08:50
Library/PreferencesをiCloudのバックアップ対象から外す
//バックアップ対象から外す
- (NSString *)myDocumentsPath
{
NSString *documentsPath = [NSHomeDirectory() stringByAppendingPathComponent:@"Library/Preferences"];
return documentsPath;
}
- (BOOL)addSkipBackupAttributeToItemAtURL:(NSURL *)URL
{
assert([[NSFileManager defaultManager] fileExistsAtPath: [URL path]]);
@kankikuchi
kankikuchi / AudioNameCreator.cs
Last active August 29, 2015 14:09
Unity、オーディオのファイル名を定数で管理するクラスを作成するスクリプト
using System;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
/// <summary>
/// オーディオのファイル名を定数で管理するクラスを作成するスクリプト
/// </summary>