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
using UnityEngine; | |
public class SamplePlayerController : MonoBehaviour { | |
[SerializeField] | |
private JoystickController _controller; | |
// Use this for initialization | |
void Start () { | |
_controller.OnDragEvent += Move; |
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
using System; | |
using UnityEngine; | |
using UnityEngine.EventSystems; | |
using UnityEngine.UI; | |
public class JoystickController : MonoBehaviour,IDragHandler,IBeginDragHandler,IEndDragHandler { | |
#region Declarations | |
[SerializeField] | |
private RectTransform StickRect; |
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
using UnityEngine; | |
using System.Collections.Generic; | |
using System.Linq; | |
/// <summary> | |
/// パーティクルのプーリング用クラス | |
/// </summary> | |
public class ParticlePooler{ | |
public ParticlePooler(string particleName){ | |
this.particleName = particleName; |
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
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
public static class ParticleManager{ | |
/// <summary> | |
/// プール用オブジェクトのリスト | |
/// </summary> |
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
using UnityEngine; | |
using UnityEngine.Advertisements; | |
using System.Collections; | |
public class UnityAdsHelper : MonoBehaviour { | |
#region SerializeField | |
/// <summary> | |
/// The android game identifier. |
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
using UnityEngine; | |
using System.Collections; | |
public class CountDownUIComponent : MonoBehaviour { | |
#region 残り時間フィールド | |
/// <summary> | |
/// 分ラベル | |
/// </summary> | |
[SerializeField] |
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
using UnityEngine; | |
public class AnimationClipController : MonoBehaviour { | |
[Header("再生するanimationが入っているAnimatorを指定"),SerializeField] | |
private Animator targetAnimator; | |
[Header("再生したいanimationState名(animator上で確認)"),SerializeField] | |
private string targetAnimationStateName; |
NewerOlder