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@yasuakiohama
yasuakiohama / Stopwatch.cs
Last active August 25, 2016 15:29
Stopwatch.cs
using System;
using UnityEngine;
public static class Stopwatch
{
private static System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch();
public static void Elapsed(Action action)
{
Elapsed(action.Method.Name, action);
@yasuakiohama
yasuakiohama / findUsedObject.sh
Last active July 6, 2016 15:32
findUsedObject.sh
#!/bin/sh
#------------------------------------------------------------------------------------------------------
if [ $# -ge 3 ]; then
echo "error"
exit 1
elif [ $# -eq 0 ]; then
echo "error"
exit 1
fi
#------------------------------------------------------------------------------------------------------
@yasuakiohama
yasuakiohama / jenkins_ios_build_sample_ shell.sh
Created June 6, 2016 20:46
jenkins_ios_build_sample_ shell.sh
#----------------------------------------------------------------------
# コマンドラインでのipaファイルの作成
#----------------------------------------------------------------------
#------- 証明書インポートととプロビジョニングファイルのコピー -------#
# Keychain Location
KEYCHAIN_LOCATION=~/Library/Keychains/login.keychain
# Mac OSX管理パスワード
OSX_ADMIN_PASSWORD=LoginPasswd
@yasuakiohama
yasuakiohama / MyBuilder.cs
Last active June 6, 2016 11:54
MyBuilder.cs
//
// Unity5.3.4p4
// MyBuilder.cs
//
// Created by yasuaki ohama on 2016/06/05.
// http://yasuaki-ohama.com/
//
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
@yasuakiohama
yasuakiohama / homebrew.mxcl.jenkins.plist
Created June 6, 2016 11:13
homebrew.mxcl.jenkins.plist
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>Label</key>
<string>homebrew.mxcl.jenkins</string>
<key>ProgramArguments</key>
<array>
<string>/usr/bin/java</string>
<string>-Dmail.smtp.starttls.enable=true</string>
@yasuakiohama
yasuakiohama / TimeScaleWindow.cs
Last active January 19, 2016 03:46
TimeScaleWindow.cs
//
// Unity5.2.3p3
// TimeScaleWindow.cs
// http://yasuaki-ohama.hatenablog.com/entry/2016/01/14/223207
//
// Created by yasuaki ohama on 2016/01/14.
// http://yasuaki-ohama.com/
//
using UnityEngine;
//
// Unity5.2.3p3
// SortComponentsWindow.cs
// http://yasuaki-ohama.hatenablog.com/entry/SortComponentsWindow
//
// Created by yasuaki ohama on 2016/01/11.
// http://yasuaki-ohama.com/
//
// 機能
// ドラックでコンポーネント入れ替え+更新
@yasuakiohama
yasuakiohama / PlayerPrefsFlush.cs
Last active January 11, 2016 13:55
PlayerPrefsFlush.cs
/*
PreviewLabs.PlayerPrefs
April 1, 2014 version
Public Domain
To the extent possible under law, PreviewLabs has waived all copyright and related or neighboring rights to this document. This work is published from: Belgium.
http://www.previewlabs.com
@yasuakiohama
yasuakiohama / SortComponentsWindow.cs
Last active November 6, 2017 15:42
SortComponentsWindow.cs
//
// Unity5.2.3p3
// SortComponentsWindow.cs
// http://yasuaki-ohama.hatenablog.com/entry/SortComponentsWindow
//
// Created by yasuaki ohama on 2016/01/11.
// http://yasuaki-ohama.com/
//
// 機能
// ドラックでコンポーネント入れ替え+更新
@yasuakiohama
yasuakiohama / FinishCompiling.cs
Created January 9, 2016 23:38
FinishCompiling.cs
using UnityEngine;
using UnityEditor;
/// <summary>
/// スクリプト編集後に通知する
/// 実行中の場合は自動で停止する
/// </summary>
[InitializeOnLoad]//staticコンストラクタを持つクラスに記述するとエディタ起動時に独自のスクリプトを実行できる
public static class FinishCompiling
{