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February 3, 2017 20:20
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UnityにCSVのインポートボタンを付けよう ref: http://qiita.com/muzudho1/items/4707ba7fca1b64c36f7f
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/// <summary> | |
/// struct を object に渡したいときに使うラッパーだぜ☆(^~^) | |
/// </summary> | |
public class PositionWrapper | |
{ | |
public PositionWrapper(AnimatorStateMachine statemachine, string propertyName) | |
{ | |
this.m_statemachine = statemachine; | |
this.PropertyName = propertyName; | |
} | |
public PositionWrapper(ChildAnimatorState caState, string propertyName) | |
{ | |
this.m_caState = caState; | |
this.PropertyName = propertyName; | |
} | |
public AnimatorStateMachine m_statemachine; | |
public ChildAnimatorState m_caState; | |
public string PropertyName { get; private set; } | |
public float X | |
{ | |
get | |
{ | |
if (null != this.m_statemachine) | |
{ | |
switch (this.PropertyName) | |
{ | |
case "anyStatePosition": return this.m_statemachine.anyStatePosition.x; | |
case "entryPosition": return this.m_statemachine.entryPosition.x; | |
case "exitPosition": return this.m_statemachine.exitPosition.x; | |
case "parentStateMachinePosition": return this.m_statemachine.parentStateMachinePosition.x; | |
default: throw new UnityException("未対応のプロパティー名だぜ☆(^~^)=ステートマシン.[" + this.PropertyName + "]"); | |
} | |
} | |
else { return this.m_caState.position.x; } | |
} | |
set | |
{ | |
if (null != this.m_statemachine) | |
{ | |
switch (this.PropertyName) | |
{ | |
case "anyStatePosition": this.m_statemachine.anyStatePosition = new Vector3(value, this.m_statemachine.anyStatePosition.y, this.m_statemachine.anyStatePosition.z); break; | |
case "entryPosition": this.m_statemachine.entryPosition = new Vector3(value, this.m_statemachine.entryPosition.y, this.m_statemachine.entryPosition.z); break; | |
case "exitPosition": this.m_statemachine.exitPosition = new Vector3(value, this.m_statemachine.exitPosition.y, this.m_statemachine.exitPosition.z); break; | |
case "parentStateMachinePosition": this.m_statemachine.parentStateMachinePosition = new Vector3(value, this.m_statemachine.parentStateMachinePosition.y, this.m_statemachine.parentStateMachinePosition.z); break; | |
default: throw new UnityException("未対応のプロパティー名だぜ☆(^~^)=ステートマシン.[" + this.PropertyName + "]"); | |
} | |
} | |
else { this.m_caState.position = new Vector3(value, this.m_caState.position.y, this.m_caState.position.z); } | |
} | |
} | |
public float Y | |
{ | |
get | |
{ | |
if (null != this.m_statemachine) | |
{ | |
switch (this.PropertyName) | |
{ | |
case "anyStatePosition": return this.m_statemachine.anyStatePosition.y; | |
case "entryPosition": return this.m_statemachine.entryPosition.y; | |
case "exitPosition": return this.m_statemachine.exitPosition.y; | |
case "parentStateMachinePosition": return this.m_statemachine.parentStateMachinePosition.y; | |
default: throw new UnityException("未対応のプロパティー名だぜ☆(^~^)=ステートマシン.[" + this.PropertyName + "]"); | |
} | |
} | |
else { return this.m_caState.position.y; } | |
} | |
set | |
{ | |
if (null != this.m_statemachine) | |
{ | |
switch (this.PropertyName) | |
{ | |
case "anyStatePosition": this.m_statemachine.anyStatePosition = new Vector3( this.m_statemachine.anyStatePosition.x, value, this.m_statemachine.anyStatePosition.z); break; | |
case "entryPosition": this.m_statemachine.entryPosition = new Vector3( this.m_statemachine.entryPosition.x, value, this.m_statemachine.entryPosition.z); break; | |
case "exitPosition": this.m_statemachine.exitPosition = new Vector3( this.m_statemachine.exitPosition.x, value, this.m_statemachine.exitPosition.z); break; | |
case "parentStateMachinePosition": this.m_statemachine.parentStateMachinePosition = new Vector3( this.m_statemachine.parentStateMachinePosition.x, value, this.m_statemachine.parentStateMachinePosition.z); break; | |
default: throw new UnityException("未対応のプロパティー名だぜ☆(^~^)=ステートマシン.[" + this.PropertyName + "]"); | |
} | |
} | |
else { this.m_caState.position = new Vector3( this.m_caState.position.x, value, this.m_caState.position.z); } | |
} | |
} | |
public float Z | |
{ | |
get | |
{ | |
if (null != this.m_statemachine) | |
{ | |
switch (this.PropertyName) | |
{ | |
case "anyStatePosition": return this.m_statemachine.anyStatePosition.z; | |
case "entryPosition": return this.m_statemachine.entryPosition.z; | |
case "exitPosition": return this.m_statemachine.exitPosition.z; | |
case "parentStateMachinePosition": return this.m_statemachine.parentStateMachinePosition.z; | |
default: throw new UnityException("未対応のプロパティー名だぜ☆(^~^)=ステートマシン.[" + this.PropertyName + "]"); | |
} | |
} | |
else { return this.m_caState.position.z; } | |
} | |
set | |
{ | |
if (null != this.m_statemachine) | |
{ | |
switch (this.PropertyName) | |
{ | |
case "anyStatePosition": this.m_statemachine.anyStatePosition = new Vector3(this.m_statemachine.anyStatePosition.x, this.m_statemachine.anyStatePosition.y, value); break; | |
case "entryPosition": this.m_statemachine.entryPosition = new Vector3(this.m_statemachine.entryPosition.x, this.m_statemachine.entryPosition.y, value); break; | |
case "exitPosition": this.m_statemachine.exitPosition = new Vector3(this.m_statemachine.exitPosition.x, this.m_statemachine.exitPosition.y, value); break; | |
case "parentStateMachinePosition": this.m_statemachine.parentStateMachinePosition = new Vector3(this.m_statemachine.parentStateMachinePosition.x, this.m_statemachine.parentStateMachinePosition.y, value); break; | |
default: throw new UnityException("未対応のプロパティー名だぜ☆(^~^)=ステートマシン.[" + this.PropertyName + "]"); | |
} | |
} | |
else { this.m_caState.position = new Vector3(this.m_caState.position.x, this.m_caState.position.y, value); } | |
} | |
} | |
} |
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List<RecordDefinition> temp = new List<RecordDefinition>() | |
{ | |
// 途中略 | |
new RecordDefinition("x",RecordDefinition.FieldType.Float,RecordDefinition.KeyType.None,(object i)=>{ return ((PositionWrapper)i).X; } ,(object i,float v)=>{ ((PositionWrapper)i).X = v; }), | |
new RecordDefinition("y",RecordDefinition.FieldType.Float,RecordDefinition.KeyType.None,(object i)=>{ return ((PositionWrapper)i).Y; } ,(object i,float v)=>{ ((PositionWrapper)i).Y = v; }), | |
new RecordDefinition("z",RecordDefinition.FieldType.Float,RecordDefinition.KeyType.None,(object i)=>{ return ((PositionWrapper)i).Z; } ,(object i,float v)=>{ ((PositionWrapper)i).Z = v; }), | |
}; |
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