View file0.txt
public function DemoScreen () { | |
const loader :Future = LibraryLoader.loadBytes(ByteArray(new MASCOT_ZIP())); | |
// loader.succeeded.connect(onLibraryLoaded);//NG | |
loader.succeeded.add(onLibraryLoaded);//OK | |
// loader.failed.connect(function (e :Error) :void { throw e; });//NG | |
loader.failed.add(function (e :Error) :void { throw e; });OK | |
} |
View ModelAnimationSpliter.cs
using UnityEngine; | |
using UnityEditor; | |
using System.Collections.Generic; | |
using System.IO; | |
/// <summary> | |
/// Model animation spliter. | |
/// by Koki Ibukuro @asus4 >whaison.jugem.jp | |
/// </summary> | |
public class ModelAnimationSpliter : EditorWindow { | |
TextAsset csvAsset; |
View ModelAnimationSpliter.cs
using UnityEngine; | |
using UnityEditor; | |
using System.Collections.Generic; | |
using System.IO; | |
/// <summary> | |
/// Model animation spliter. | |
/// by Koki Ibukuro @asus4 >Noboru Otsuka | |
/// </summary> | |
public class ModelAnimationSpliter : EditorWindow { | |
TextAsset csvAsset; |
View Ef_pngToSprite2dAnimation.cs
using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.Animations; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Text.RegularExpressions; | |
using System.Linq; | |
//public class SdDataToEffectPrefabMaker : MonoBehaviour { |
View Sprites-Default-Additive.shader
Shader "Sprites/DefaultAdditive" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 | |
} | |
SubShader |
View Sprites-Default.shader
Shader "Sprites/Default" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 | |
} | |
SubShader |
View Sprites-Cicre-Mask.shader
Shader "Sprites//CicleMask" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_CenterPosX( "CenterPosX", Range(0.0,1.0)) = 0.5 // 円の中心となるX座標 | |
_CenterPosY( "CenterPosY", Range(0.0,1.0)) = 0.5 // 円の中心となるY座標 | |
_InnerRadius ("Inner Radius", Range (0.0, 1.0)) = 0.3 // 描画する範囲 | |
_FadeRadius("Fade Radisu", Range(0.0,1.0)) = 0.05 // フェード範囲 | |
_HWRate("Height / Width Rate", float) = 1 // テクスチャの縦/横の比率 |
View Mobile-Particle-Add.shader
// Simplified Additive Particle shader. Differences from regular Additive Particle one: | |
// - no Tint color | |
// - no Smooth particle support | |
// - no AlphaTest | |
// - no ColorMask | |
Shader "Mobile/Particles/Additive" { | |
Properties { | |
_MainTex ("Particle Texture", 2D) = "white" {} | |
} |
View Ef_pngToParticleAnimationOLD.cs
using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.Animations; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Text.RegularExpressions; | |
using System.Linq; | |
using DMM.MB.Battle.Effect; | |
//public class SdDataToEffectPrefabMaker : MonoBehaviour { |
View FindAllPropatiesAndWrite.cs
using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using System; | |
using System.Runtime.CompilerServices; | |
public class PassObject :object | |
{ |
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