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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
[ExecuteInEditMode]
public class HeaderText : MonoBehaviour {
[SerializeField] CategoryDB cDB;
private int id;
private int oldID = 0;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
[ExecuteInEditMode]
public class CategoryButtonText : MonoBehaviour {
[SerializeField] private int id = 1;
[SerializeField] private CategoryDB cDB;
private int oldID = 1;
@tetya
tetya / SqliteDatabase.cs
Last active April 19, 2016 10:06
SQLiteUnityKitのソース抜粋(コンストラクター部分)
public SqliteDatabase (string dbName)
{
pathDB = System.IO.Path.Combine (Application.persistentDataPath, dbName);
//original path
string sourcePath = System.IO.Path.Combine (Application.streamingAssetsPath, dbName);
//if DB does not exist in persistent data folder (folder "Documents" on iOS) or source DB is newer then copy it
if (!System.IO.File.Exists (pathDB) || (System.IO.File.GetLastWriteTimeUtc(sourcePath) > System.IO.File.GetLastWriteTimeUtc(pathDB))) {
using UnityEngine;
using UnityEditor;
using System.Collections;
using NPOI.HSSF.UserModel;
using NPOI.SS.UserModel;
public class ForCategoryDB : MonoBehaviour {
static public void ReadBook(string exportPath, IWorkbook book){
//.assetをloadしてみる
using UnityEngine;
using UnityEditor;
using System.IO;
using NPOI.HSSF.UserModel;
using NPOI.SS.UserModel;
public class Importer : AssetPostprocessor {
static void OnPostprocessAllAssets (string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) {
foreach (string asset in importedAssets){
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[CreateAssetMenu()]
public class QuestionDB : ScriptableObject {
public List<QuestionData> list = new List<QuestionData> ();
[System.SerializableAttribute]
@tetya
tetya / SimpleModel.cs
Created March 24, 2016 12:06
Live2Dサンプルにモーションを追加(待機モーションが再生されない&ニッコリしない)
using UnityEngine;
using System;
using System.Collections;
using live2d;
using live2d.framework;
[ExecuteInEditMode]
public class SimpleModel : MonoBehaviour
{
public TextAsset mocFile;
using UnityEngine;
using System.Collections;
public class CoinBehaviour : ItemBehaviour {
public ParticleSystem parSys;
public int score = 10;//<! コインによる獲得スコア
private GameObject [] characters = new GameObject[3];
private int gettableIndex = 0;//<! コインを入手できるキャラクターのindex。objectNamesに対応。
private ScoreManager scoreManager;
@tetya
tetya / ItemBehaviour.cs
Last active March 11, 2016 05:47
ver1.0
using UnityEngine;
using System.Collections;
public class ItemBehaviour : MonoBehaviour {
private SpawnManager spawn; //<! SpawnManagerで設定
protected GameObject manager;
// 派生先で処理を拡張する
protected virtual void Start () {
using UnityEngine;
using System.Collections;
public class CoinBehaviour : MonoBehaviour {
public ParticleSystem parSys;
public int score = 10;//<! コインによる獲得スコア
private SpawnManager spawn; //<! SpawnManagerで設定
private string [] objectNames = {"SunnySD","LunaSD","StarSD"};//<! Hierarchy上のオブジェクト名を変更の際は注意
private int gettableIndex = 0;//<! コインを入手できるキャラクターのindex。objectNamesに対応。