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@waz-git
waz-git / AsyncTexture.cs
Created April 28, 2023 23:02
非同期で行うスクリーンショットの取得・永続化・読み出し
public class AsyncTexture
{
public async UniTask Save(Texture2D source, string path, CancellationToken cancellationToken)
{
var data = source.GetRawTextureData<byte>();
var png = ImageConversion.EncodeNativeArrayToPNG(data,source.graphicsFormat,
(uint)source.width,(uint)source.height,0);
var memory = default(Memory<byte>);
unsafe
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
using ObfuscateSample;
namespace ObfuscateSample.Editor
{
public class ObfuscateCredentialsGeneratorWindow : EditorWindow
{
@waz-git
waz-git / PlayerCredentialDAO.cs
Last active May 22, 2022 09:42
ObfuscateSampleSummary
using System;
using UnityEngine;
namespace ObfuscateSample
{
public class PlayerCredentialDTO
{
public string PrivateID;
}
float GetElementByVector3(int i, const D3DXVECTOR3& _vector)
{
float result = -1;
switch (i)
{
case 0:
result = _vector.x;
break;
case 1:
cbuffer global
{
matrix W;//ワールド行列
matrix WVP; //ワールドから射影までの変換行列
float4 LightDir; //ライトの方向ベクトル
float4 Ambient = float4(0, 0, 0, 0);//アンビエント光
float4 Diffuse = float4(1, 0, 0, 0); //拡散反射(色)
float4 Specular = float4(1, 1, 1, 1);//鏡面反射
};
#include <d3d11.h>
#include <d3dx10.h>
#include <d3dx11.h>
#include"IBehavior.h"
namespace NeneLabyrinth
{
namespace Component
{
class Transform :
#include <windows.h>
#include "Core/Window.h"
#include"Rendering\Graphics.h"
#include"Core/GamePad.h"
#include"Debug.h"
#include"Timer.h"
#include"TimerServer.h"
#include"Rendering\Material.h"
#include <windows.h>
#include "Core/Window.h"
#include"Rendering\Graphics.h"
#include"Core/GamePad.h"
#include"Debug.h"
#include"Timer.h"
#include"TimerServer.h"
#include <d3d11.h>
#include <windows.h>
#include "Core/Window.h"
#include"Rendering\Graphics.h"
using namespace NeneLabyrinth;
#include<Xinput.h>
#pragma comment (lib, "xinput.lib")
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE, LPSTR, int)
#include <windows.h>
#include "Core/Window.h"
#include <d3d11.h>
#include <d3dx10.h>
#include <d3dx11.h>
#include <d3dCompiler.h>
#pragma comment(lib,"d3d11.lib")
#pragma comment(lib,"d3dx10.lib")