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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 |
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using System.IO; | |
using System.Text; | |
using UnityEditor; | |
using UnityEngine; | |
using ObfuscateSample; | |
namespace ObfuscateSample.Editor | |
{ | |
public class ObfuscateCredentialsGeneratorWindow : EditorWindow | |
{ |
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using System; | |
using UnityEngine; | |
namespace ObfuscateSample | |
{ | |
public class PlayerCredentialDTO | |
{ | |
public string PrivateID; | |
} | |
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float GetElementByVector3(int i, const D3DXVECTOR3& _vector) | |
{ | |
float result = -1; | |
switch (i) | |
{ | |
case 0: | |
result = _vector.x; | |
break; | |
case 1: |
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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 | |
}; |
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#include <d3d11.h> | |
#include <d3dx10.h> | |
#include <d3dx11.h> | |
#include"IBehavior.h" | |
namespace NeneLabyrinth | |
{ | |
namespace Component | |
{ | |
class Transform : |
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#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" |
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#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> |
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#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) |
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#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") |
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