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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System; | |
[Serializable] | |
public class Serialization<T> | |
{ | |
[SerializeField] | |
List<T> target; |
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using AOT; | |
using System; | |
using System.Collections.Generic; | |
namespace WebGL | |
{ | |
public static class FileSystem | |
{ | |
#if UNITY_WEBGL && !UNITY_EDITOR | |
[DllImport("__Internal")] |
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using UnityEngine; | |
using Unity.Entities; | |
using Unity.Jobs; | |
using Unity.Burst; | |
using UnityEngine.Jobs; | |
using Unity.Transforms; | |
[System.Serializable] | |
public struct Move : IComponentData // ※ MonoBehaviour -> IComponentData に変更 | |
{ |
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// Unity用DLL作成 | |
// 参考 : https://docs.unity3d.com/ja/current/Manual/UsingDLL.html | |
// 手順: | |
// Visual Studio を起動し [ファイル] > [新規作成] > [プロジェクト]を選択し | |
// VisualC# > Windows > クラスラライブラリ を作成する | |
// ※.今回は NET Framework3.5 にしました | |
// | |
// System.Windows.Forms の参照を追加 | |
// ソリューションエクスプローラーに 参照を右クリックし参照の追加を選択する | |
// ※検索を使って System.Windows.Forms を検索すると見つかりやすいです |
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using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
using System.Collections.Generic; | |
using System.Linq; | |
public class EffekseerAssetBundleBuilder | |
{ | |
#if UNITY_5 | |
// Bundles直下のディレクトリをAssetBundleとしてビルドする |
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REM Visual Studioのコマンドプロンプトのパスやプラットフォームの指定 | |
SET CommandPromptPath="C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\vcvarsall.bat" | |
SET Platform=amd64 | |
REM VS2015 x64 Native Tools Command Prompt起動 | |
CALL %CommandPromptPath% %Platform% | |
REM nmake コマンドでビルドする | |
nmake |
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using System; | |
public class Generic | |
{ | |
public static T Construct<T>(params object[] p) | |
{ | |
var types = new Type[p.Length]; | |
for (var i = 0 ; i < p.Length; ++i) { types[i] = p[i].GetType(); } | |
return (T)typeof(T).GetConstructor(types).Invoke(p); | |
} |