This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
REM ***** BASIC ***** | |
Option Explicit | |
' CreateUpdateRequest シート用 | |
Sub Main | |
' 0 設定、1 入力、 2 出力 | |
Dim oSheet0 as Object ' 設定シート |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/// <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; | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
"Base Layer.JMove.JMove2" |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
= 2 * ( 4 * 6 + 9 * 6 + 9 * 6 ) | |
264 = 2 * ( 24 + 54 + 54 ) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
UnityEditor.EditorApplication.isPlaying = true; // 再生する |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# これはコメントです。 | |
# 这是一条评论。 | |
# This is a comment. | |
# 이것은 댓글입니다. | |
FROM # ダメ! 命令文の後ろにコメントは書けません。 | |
FROM # 不!评论不能在声明后面写。 | |
FROM # No! This is not a comment. | |
FROM # 안돼! 명령문 뒤에 코멘트주지 않습니다. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# unimplemented | |
TRANSITION ASSERT | |
SET | |
speed 6 | |
FROM | |
"Base Layer\.Dog" | |
TO | |
"Base Layer\.Cat" |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
STATE INSERT | |
SET | |
name0 WhiteBear | |
name1 WhiteCat | |
name2 WhiteDog | |
name3 WhiteElephant | |
WHERE | |
"Base Layer" |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
LAYER INSERT | |
WORDS | |
"New Layer" |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/// <summary> | |
/// 元からある全てのレイヤーを削除します。ただし、レイヤーの数を1個未満にすることはできないため、最後にダミーを1個残します。 | |
/// 工夫:シンク(参照)関係があるため、子関係のレイヤーから消していきます。 | |
/// </summary> | |
/// <param name="acWrapper"></param> | |
public static void DeleteAllLayers_AndPutDammy(AnimatorControllerWrapper acWrapper) | |
{ | |
acWrapper.SourceAc.AddLayer(new AnimatorControllerLayer()); // ダミーを末尾に追加。 | |
const int dammy = 1; |