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/*:ja | |
* @plugindesc JSONシリアライズの挙動を改善します。 | |
* @author F_ | |
* | |
* @help | |
* ツクールのセーブ/ロード時などに使用されるJSONシリアライザ/デシリアライザの挙動を改善します。 | |
* | |
* ツクール標準のシリアライザは実行中に対象のオブジェクトを書き換え、 | |
* 終了時にいくつかの操作によって元に近い状態へと戻します。 | |
* この挙動は多くの場合に問題なく動作しますが、 |
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const Parser = (() => { | |
const isOk = result => result.error === undefined; | |
const succeed = value => (_, i) => ({ value, position: i }); | |
const fail = error => () => ({ error }); | |
const value = (context, parse) => (args, i) => { | |
if (i < args.length) { | |
const result = parse(args[i]); |
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using System; | |
using System.Collections.Generic; | |
public readonly struct Entity | |
{ | |
public readonly int ID; | |
public Entity(int id) => this.ID = id; | |
} |
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// @ts-check | |
"use strict"; | |
/** @typedef {(entries: IntersectionObserverEntry[]) => (observer: IntersectionObserver) => () => void} CurriedIntersectionObserverCallback */ | |
/** @type {(callback: CurriedIntersectionObserverCallback) => (options: IntersectionObserverInit) => () => IntersectionObserver} */ | |
exports.intersectionObserver_ = function (callback) { | |
return function (options) { | |
return function () { |
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/*: | |
* @plugindesc マップ画面上にステータスを表示する | |
* @author F_ | |
* | |
* @param horizontal_margin | |
* @desc 横方向の余白(px) | |
* @default 50 | |
* | |
* @param vertical_margin | |
* @desc 縦方向の余白(px) |
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import * as Vuex from 'vuex'; | |
import 'reflect-metadata'; | |
export const TypeSymbol = Symbol('type'); | |
export interface IModule<R = any> { | |
readonly $state: any; | |
readonly $getters: any; | |
readonly $commit: Vuex.Commit; | |
readonly $dispatch: Vuex.Dispatch; |
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import { Vue } from 'vue/types/vue'; | |
import { ComponentOptions } from 'vue/types/options'; | |
type VueCtor<V extends Vue> = { new(...args: any[]): V }; | |
type VueClass<V extends Vue> = VueCtor<V> & typeof Vue; | |
type MixinType<V extends Vue> = ComponentOptions<V> | VueClass<V>; | |
function mixin< | |
T extends VueClass<Vue>, | |
M1 extends Vue>( |
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const fs = require('fs'); | |
const { posix, win32 } = require('path'); | |
const path = (process.platform !== 'win32') ? posix : { | |
resolve() { return replaceSep(win32.resolve.apply(this, arguments)); }, | |
relative() { return replaceSep(win32.relative.apply(this, arguments)); }, | |
normalize() { return replaceSep(win32.normalize.apply(this, arguments)); }, | |
join() { return replaceSep(win32.join.apply(this, arguments)); }, | |
dirname() { return replaceSep(win32.dirname.apply(this, arguments)); }, | |
}; |
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const VS_SRC = ` | |
attribute vec4 position; | |
attribute vec2 texcoord; | |
varying vec2 vTexcoord; | |
void main(void){ | |
gl_Position = position; | |
vTexcoord = texcoord; | |
} | |
`; |
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using UnityEngine; | |
public class Actor : MonoBehaviour | |
{ | |
// Rigidbodyと大きさを受け取り、画面内に収まるように位置と速度を調節する | |
protected void EnsureInScreen(Rigidbody2D rigidbody, Vector2 size) | |
{ | |
// いくつもの前提の下に動作することに注意 | |
// 前提1:メインカメラはZ軸正方向を向いている | |
// 前提2:画像の中心位置とオブジェクトの位置が一致している |
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