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@kankikuchi
kankikuchi / JsonSerializer.cs
Last active January 25, 2024 07:04
Dictionary⇔JSON【Unity】
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using MiniJSON;
using System.IO;
/// <summary>
/// DictionaryデータとJsonデータ(string)の変換を行う
/// 暗号化と複合化も同時に行う
/// </summary>
@kankikuchi
kankikuchi / PersistentAmongPlayModeAttribute.cs
Last active December 29, 2023 01:16
エディタ再生中に変更した値をエディタ停止後もそのまま保持する属性【Unity】【エディタ拡張】【属性】
// PersistentAmongPlayModeAttribute.cs
// http://kan-kikuchi.hatenablog.com/entry/PersistentAmongPlayModeAttribute
//
// Created by kan.kikuchi on 2019.05.14.
using UnityEngine;
using System;
/// <summary>
/// エディタ再生中に変更した値をエディタ停止後もそのまま保持する属性
@kankikuchi
kankikuchi / PathUtility.cs
Created December 22, 2019 23:14
UnityでWindowsの区切り文字(\)が紛れ込まないように、色々なパスを扱う【Unity】【C#】
// PathUtility.cs
// http://kan-kikuchi.hatenablog.com/entry/PathUtility
//
// Created by kan.kikuchi on 2019.12.23
using UnityEngine;
using System;
using System.IO;
using System.Linq;
using System.Runtime.CompilerServices;
@kankikuchi
kankikuchi / Encryption.cs
Created January 29, 2015 21:24
文字列の暗号化、復号化【Unity】
using UnityEngine;
using System.Collections;
public static class Encryption {
//=================================================================================
//Key暗号化
//=================================================================================
private const string PASS = "kokonirandamunapass1";
@kankikuchi
kankikuchi / Collider2dVisualizationer.cs
Created October 4, 2016 04:56
Collider2Dを実機でも可視化してみた【Unity】
// Collider2dVisualizationer.cs
// http://kan-kikuchi.hatenablog.com/entry/Collider2dVisualization
//
// Created by kan.kikuchi on 2016.09.19.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
/// <summary>
@kankikuchi
kankikuchi / StringEncryptor.cs
Created November 25, 2016 04:38
文字列の暗号化、復号化を行うクラス
// StringEncryptor.cs
// http://kan-kikuchi.hatenablog.com/entry/Json_SaveData
//
// Created by kan.kikuchi on 2016.11.21.
using UnityEngine;
using System.Collections;
/// <summary>
/// 文字列の暗号化、復号化を行うクラス
@kankikuchi
kankikuchi / GameObjectExtension.cs
Created June 21, 2015 22:53
全ての子オブジェクトにレイヤーとマテリアル設定を行う【C#】【Unity】【拡張メソッド】
using UnityEngine;
using System.Collections;
/// <summary>
/// GameObjectの拡張クラス
/// </summary>
public static class GameObjectExtension{
/// <summary>
/// レイヤーを設定する
@kankikuchi
kankikuchi / SelectedObjectRecorder.cs
Created July 7, 2019 04:55
HierarchyやProjectで選択していたObjectを記録し、Inspectorの戻ると進む機能を追加する【Unity】【エディタ拡張】
// SelectedObjectRecorder.cs
// http://kan-kikuchi.hatenablog.com/entry/SelectedObjectRecorder
//
// Created by kan.kikuchi on 2019.07.03.
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
/// <summary>
@kankikuchi
kankikuchi / ImageNo.cs
Last active April 5, 2022 10:46
可変する数字を画像(Sprite)を使って、SpriteRendererやImageで表現
// ImageNo.cs
// http://kan-kikuchi.hatenablog.com/entry/SpriteNo
//
// Created by kan.kikuchi on 2019.09.09.
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// uGUIのImageで数字を表現するクラス
@kankikuchi
kankikuchi / MaterialSearcher.cs
Last active December 2, 2021 22:48
指定したマテリアル(Material)が付いてるレンダラー(Renderer)の検索や置換をするエディタ拡張【Unity】【エディタ拡張】
using UnityEditor;
using UnityEngine;
using System;
using System.Linq;
using System.Collections.Generic;
/// <summary>
/// 指定したマテリアルが付いてるレンダラーの検索や置換をするエディタ拡張
/// </summary>
public class MaterialSearcher : EditorWindow {