= TEXTJOIN(" | ", TRUE, IF($F2 = 0, "HideFlags.None", ""), IF(BITAND($F2, 1) = 1, "HideFlags.HideInHierarchy", ""), IF(BITAND($F2, 2) = 2, "HideFlags.HideInInspector", ""), IF(BITAND($F2, 4) = 4, "HideFlags.DontSaveInEditor", ""), IF(BITAND($F2, 8) = 8, "HideFlags.NotEditable", ""), IF(BITAND($F2, 16) = 16, "HideFlags.DontSaveInBuild", ""), IF(BITAND($F2, 32) = 32, "HideFlags.DontUnloadUnusedAsset", ""), IF(BITAND($F2, 52) = 52, "HideFlags.DontSave", ""), IF(BITAND($F2, 61) = 61, "HideFlags.HideAndDontSave", ""))
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EditorGUI.BeginDisabledGroup(true); // ここからEndDisabledGroup()までの間にあるフィールドの値変更を禁止(trueで有効になる) | |
EditorGUILayout.ObjectField( // Objectを参照出来るフィールドを設置する関数 | |
"Script", // フィールド名 | |
MonoScript.FromMonoBehaviour((MonoBehaviour)target) , // 今回の要、MonoScriptオブジェクトを取得する | |
typeof(MonoScript), // Fieldが利用出来る型を制限する | |
false); // Hierarchyにあるオブジェクトを選択できるかどうか(今回は禁止) | |
EditorGUI.EndDisabledGroup(); // 値変更禁止エリア ここまで |
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using UnityEngine; | |
using UnityEditor; | |
public class AssetTypeCheckerWindow : EditorWindow | |
{ | |
Object obj; | |
string msg; | |
[MenuItem("Window/AssetType Checker")] | |
static void Init() |
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EditorGUI.BeginDisabledGroup(true); | |
EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((MonoBehaviour)target), typeof(MonoScript), false); | |
EditorGUILayout.ObjectField("Editor", MonoScript.FromScriptableObject(this), typeof(MonoScript), false); | |
EditorGUI.EndDisabledGroup(); |
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# | |
# This is the default config file. It allows all users to do anything, | |
# so don't use it on production systems. | |
# | |
# Look here for more config file examples: | |
# https://github.com/verdaccio/verdaccio/tree/master/conf | |
# | |
# path to a directory with all packages | |
storage: ./storage |
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using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Threading; | |
using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.Networking; | |
public class PackageDownloadTest : EditorWindow | |
{ |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
namespace VitDeck.Main | |
{ | |
public class Info | |
{ | |
public static event Action<Info> OnInstantiated; |
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public static IEnumerable<Object> LoadAssetsFromPathWithSubAssets(this IEnumerable<string> paths) | |
{ | |
foreach (var path in paths) | |
{ | |
var assets = AssetDatabase.LoadAllAssetsAtPath(path); | |
if (assets == null || assets.Length == 0) | |
{ | |
yield return AssetDatabase.LoadAssetAtPath<Object>(path); | |
yield break; | |
} |
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#if UNITY_EDITOR | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
namespace Sokuhatiku.TunnelShader | |
{ | |
public class TunnelMeshCompressor : EditorWindow | |
{ | |
private const string Name = "Tunnel Mesh Complesser"; |
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using UnityEngine; | |
using UnityEditor; | |
public class AssetTypeCheckerWindow : EditorWindow | |
{ | |
Object obj; | |
string msg; | |
[MenuItem("Window/AssetType Checker")] | |
static void Init() |
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