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using UnityEngine;
using System.Collections;
//http://baba-s.hatenablog.com/entry/2014/06/30/092319
public class RemoveComponent : MonoBehaviour {
/// <summary>
/// Component 型の拡張メソッドを管理するクラス
/// var gameObject = new GameObject();
///gameObject.AddComponent<BoxCollider>();
# $OpenBSD: sshd_config,v 1.89 2013/02/06 00:20:42 dtucker Exp $
# This is the sshd server system-wide configuration file. See
# sshd_config(5) for more information.
# This sshd was compiled with PATH=/usr/bin:/bin:/usr/sbin:/sbin
# The strategy used for options in the default sshd_config shipped with
# OpenSSH is to specify options with their default value where
# possible, but leave them commented. Uncommented options override the
#!/bin/sh
auto_ssh() {
host=$1
id=$2
pass=$3
command001=$4
command002=$5
command003=$6
expect -c "
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.IO;
public class NamedFolderToAssetBundleNameRenamer:EditorWindow
{
const string kAssetBundlesOutputPath = "AssetBundles";
@whaison
whaison / DeleteFolder.cs
Last active September 2, 2015 07:06
Unityで ディレクトリ folder Delete 削除 には メタ .meta も削除しなきゃ消えなかった。例。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using System;
using System.IO;
using System.Text;
using System.Reflection;
using MB.Data;
using System.IO;
@whaison
whaison / Directory_Have_Re_caller.cs
Last active September 2, 2015 09:35
recursive Directory 再帰的な ディレクトリ 
using UnityEngine;
using System;
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
public class Directory_Have_Re_caller {
public static List<string> OutOfContentsFolderList;
public static List<string> OutOfContentsExtentionList;
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.IO;
public class DeleteDirectoryAsset : MonoBehaviour {
public static void DeleteDirectoryAssetPath (string Localpath )
{
//Debug.Log (".Net Version:"+Environment.Version.ToString());
@whaison
whaison / DirectoryHaveReCaller.cs
Last active September 7, 2015 07:47
除外ファイル対応がまちがっていたので直した
using UnityEngine;
using System;
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
public class DirectoryHaveReCaller {
public static List<string> OutOfContentsFolderList;
public static List<string> OutOfContentsExtentionList;
@whaison
whaison / FindAllPropatiesAndWrite.cs
Last active November 2, 2015 09:50
SerializedObject
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System;
using System.Runtime.CompilerServices;
public class PassObject :object
{
@whaison
whaison / SelectMaterialName_boxed_png24_InputNodeFrameDataFind5vu.mel
Last active November 25, 2015 09:47
mel で offsetUとoffsetVのanimationをmaterial から吸い出します。
//select -r nurbsSphere1 ;
select `ls `;
hyperShade -smn;
string $materialNameStr[];
$materialNameStr= `ls -sl`;
//$materialNameStr =`ls -long`;
print("\n $materialNameStr=");
print($materialNameStr);
string $materialNameStr0=$materialNameStr[0];
print("\n $materialNameStr0=");