Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Sign up for free
Menu
Search
Features
All features
Private URLs
Password Protection
Custom URLS
Scheduled publishing
Remove Branding
Restrict embedding
Deck Collections
Notes
Features
All features
Private URLs
Password Protection
Custom URLS
Scheduled publishing
Remove Branding
Restrict embedding
Deck Collections
Notes
Explore
Featured decks
Featured speakers
Programming
Technology
Storyboards
Explore
Featured decks
Featured speakers
Programming
Technology
Storyboards
Pricing
Search
Sign in
Sign up for free
Vector2Intの互換ライブラリが作りたかった話!
Search
Sponsored
·
Ship Features Fearlessly
Turn features on and off without deploys. Used by thousands of Ruby developers.
→
RyotaMurohoshi
December 09, 2017
Technology
1.3k
0
Share
Embed
Copy iframe code
Copy JS code
Copy link
Start on current slide
Vector2Intの互換ライブラリが作りたかった話!
2017/12/09 (土) 【年末だよ】Unity お・と・な のLT大会 2017【ポロりしてもいいのよ】
の @RyotaMurohoshi の資料です。
RyotaMurohoshi
December 09, 2017
More Decks by RyotaMurohoshi
See All by RyotaMurohoshi
Tilemapのアップデートについて
ryotamurohoshi
0
100
Unityの合同同人誌や合同商業誌を書いてる僕は感想やレビューや評価が欲しい
ryotamurohoshi
0
640
Unity 2021.1での Unityパッケージの名称変更について
ryotamurohoshi
0
930
Odin Validationはいいぞ!
ryotamurohoshi
2
1.1k
Tilemapはいいぞ!2020 〜すごいぞ、プロジェクト専用拡張Brush〜
ryotamurohoshi
0
2.6k
Unityでも、新しいC#
ryotamurohoshi
0
1.6k
Riderはいいぞ!
ryotamurohoshi
1
3.9k
Riderのススメ〜俺はRiderここが好き〜
ryotamurohoshi
1
2.8k
Unity開発者に伝えたい.NETのこと
ryotamurohoshi
4
38k
Other Decks in Technology
See All in Technology
Deep Data Security 機能解説
oracle4engineer
PRO
3
1k
公共システムAdventCalendar2026
toru_kubota
0
200
"AWSはちょっと苦手"でも大丈夫。AWS Blocks で手軽に作る Flutter のバックエンド #FlutterKaigi
tacck
PRO
0
150
kintoneで在庫管理システムを作るときの要件定義・設計ポイント
kai0707
0
230
TSKaigi Sendai 2026 - tsgo時代のTypeScript Playgroundはどう動くか
teamlab
PRO
0
100
PostgreSQL オプティマイザ統計の秘密
nori_shinoda
0
340
コードレビューをなくして見えたもの
henteko
0
130
推論基盤と Scale-Up Interconnect の現状と制約から俯瞰する技術動向
markunet
2
810
バックオフィスに染み出すTypeScript ── clasp で安全に仕組みを作る
nealle
1
180
リアクションエンジニア ― 小さなリアクションから、話しかけやすい組織をつくる ―
ryuguyana
1
130
レガシーコードに対する loop engineering的なAI開発プロセス導入について
kubell_hr
0
240
E2Eってつらくないですか?E2Eの管理コストを下げる手段とその実践
akaboshinit
6
3k
Featured
See All Featured
So, you think you're a good person
axbom
PRO
2
2.2k
Google's AI Overviews - The New Search
badams
0
1.7k
How Fast Is Fast Enough? [PerfNow 2025]
tammyeverts
3
970
The Language of Interfaces
destraynor
162
27k
How Software Deployment tools have changed in the past 20 years
geshan
2
35k
JAMstack: Web Apps at Ludicrous Speed - All Things Open 2022
reverentgeek
1
670
Typedesign – Prime Four
hannesfritz
42
3.2k
Reality Check: Gamification 10 Years Later
codingconduct
0
2.4k
Faster Mobile Websites
deanohume
310
32k
RailsConf & Balkan Ruby 2019: The Past, Present, and Future of Rails at GitHub
eileencodes
141
35k
Building an army of robots
kneath
307
47k
Put a Button on it: Removing Barriers to Going Fast.
kastner
60
4.6k
Transcript
Vector2Int΄䟵϶αϣ϶Ϸ֢͢Π͵͡͵扖Ѻ @RyotaMurohoshi 2017/12/09 (ࢿ) ̓ଙ๛ͶΞ̈́Unity ͠独;独 ΄LTय़տ 2017̓ϪϺΠͭͼΘ͚͚΄Ξ̈́
@RyotaMurohoshi
Unity 2017.2ͽ Vector2IntࣳͿ ݱ圵Intᔮ䯤᭜᭄֛͢ےѺ 托ͭͥ΅ͩͩΨ憎ͼ : h$ps:/ /qiita.com/RyotaMurohoshi/items/4341f51548d8c53559f5
Vector2Int : Vecotr2΄intᇇ Vector2Int positon = new Vector2Int(3, 2); int
x = position.x; int y = position.y;
ΘͷΣΩSerializeΘͽͣΡ public class Example : MonoBehaviour { [SerializeField] Vector2Int position;
}
ΘͷΣΩSerializeΘͽͣΡ
̵ͩΘ;ͥΑͭ͡͵
ͳ͜Ͷ
Vector2Int;͡΄Intᔮ䯤᭜̵֛͢ Unity 2017.2΄ڹͽΘֵ͞ͼ䟵͘͢ͼ̵ ͳ΄ΔΔྋ憒΄ΚͺᑏᤈͽͣΡ϶αϣ϶ϷΨ֢Σ͜Ѻ
Vector2Int΄䟵϶αϣ϶Ϸ֢͢Π͵͡͵扖Ѻ @RyotaMurohoshi 2017/12/09 (ࢿ) ̓ଙ๛ͶΞ̈́Unity ͠独;独 ΄LTय़տ 2017̓ϪϺΠͭͼΘ͚͚΄Ξ̈́
֢̿Π͵͡͵扖̀ ֢̿͵扖̀ͽ΅͚
ͩ΅Vector2Int΄䟵϶αϣ϶ϷΨ֢Σ͜; ᝒ櫞ፗᶎ̵ͭૡॢͭ㪥Π̵᩼͞ͳͭͼগ㶧ͭ͵̵ͳΩ扖
Vector2Int΄䟵϶αϣ϶Ϸ 䟵ͼ͚ͼΘ͚Σ͚Σ͘ΡΞ
ϊЄφπЄϖAPI䟵 (㵛ಋݷ) • UnityEngine.Vector2Intͼྋ憒;ݶͮݷڹ独APIΨ೮ͺ • UNITY_2017_2_OR_NEWERΨֵ͚Unity 2017.2ڹ΄Ε䌏䖕 • Unity 2017.2ίϐϤϔЄϕͭͼΘ̵䟵䯤᭜֛Ψֵ͜πЄϖ
΅֜Θ䄜ͥ͞ͼΘ͚͚Ξͭ͜͵͚
τϷί϶αχ䟵 (㵛ಋݷ) Unity 2017.2ڹͽ̵䟵϶αϣ϶ϷΨτϷί϶αχ Unity 2017.2ϤϺυδμϕΨίϐϤϔЄϕͽͭ͵䦒̵ ڹτϷί϶αχͭ͵㮔Ψͳ΄ΔΔֵ͞ΡΞͭ͜͵͚
ϊЄφπЄϖAPI䟵 τϷί϶αχ䟵 ͩ΄2ͺΨΩ;ͯ͡Ρ΄ᝒ㴼ͭ͵
͘ΩΔΠᒈ͵͚ Unityͧ͠ΡτϷί϶αχTIPS
[Serializable] public class Player { [SerializeField] int hp; [SerializeField] string
name; }
class CharacterContainer : MonoBehaviour { [SerializeField] Player character; }
None
τЄЀϢήαϸ(*.unity独YAML୵ୗ)ͽ̵ ͩΩఽͮͽτϷί϶αχͫΡ Playerࣳͽ͘Ρఘ䁭΅ͿͩΘτϷί϶αχ͚ͫ character: hp: 300 name: "Yusha"
[Serializable] public class Player { [SerializeField] int hp; [SerializeField] string
name; } [Serializable] public class Enemy { [SerializeField] int hp; [SerializeField] string name; }
Player => Enemy 䨗ͣ䟵͞ class CharacterContainer : MonoBehaviour { //
䨗ͣ䟵͞ : [SerializeField] Player character; [SerializeField] Enemy character; }
None
τЄЀϢήαϸ(*.unity独YAML୵ୗ)ͽ̵ ͩΩఽͮͽτϷί϶αχͫ͵ΔΔѺѺѺ character: hp: 300 name: "Yusha"
τЄЀϢήαϸ(*.unity独YAML୵ୗ)ͽ΅̵ τϷί϶αχͫΡϢΰЄϸϖ(΄ࣳ;ݷڹ)͢ݶͮΟ ࣳᛔ֛͢䄜ΥͼΘ䟵͘͢Ρ
ͽ̵Vector2Int
Vector2Int΅τЄЀϢήαϸ(*.unity独YAML୵ୗ)ͽ̵ ͩΩఽͮͽτϷί϶αχͫΡ position: {x: 1, y: 3}
嘦扯Ѻ
[Serializable] public struct Dummy { [SerializeField] int x; [SerializeField] int
y; }
class Example : MonoBehaviour { [SerializeField] Dummy position; }
None
τЄЀϢήαϸ(*.unity独YAML୵ୗ)ͽ̵ ͩΩఽͮͽτϷί϶αχͫΡ position: x: 1 y: 3
Dummy => Vector2Int 䨗ͣ䟵͞ class Example : MonoBehaviour { //[SerializeField]
Dummy position; [SerializeField] Vector2Int position; }
None
τЄЀϢήαϸ(*.unity独YAML୵ୗ)ͽ̵ ͩΩఽͮͽτϷί϶αχͫΡ position { x: 1, y: 3 }
䟵϶αϣ϶ϷΘྋ憒΄Vector2Int;ݶ䯭̵ int΄x;yΨτϷί϶αχͽͣΆ͚͚Ѻ
#if !UNITY_2017_2_OR_NEWER namespace UnityEngine { [System.Serializable] public struct Vector2Int {
[SerializeField] int x; [SerializeField] int y; // ኼ } } #endif
SerializeField͢ͺ͚ͼΡ ϢΰЄϸϖ x独yΨਧ嬝 ͩΩఽͮͽ͚ͧΡѺ
͚͚ͧѺѺѺѺ
ͩͶΗѺѺѺ #if !UNITY_2017_2_OR_NEWER namespace UnityEngine { [System.Serializable] public struct Vector2Int
{ // ϢΰЄϸϖ [SerializeField] int x; [SerializeField] int y; // ኼ } } #endif
API䟵ጱ΅ͩͭ͜͵͚ Vector2Int positon = new Vector2Int(3, 2); // ϤϺϞϓΰ int
x = position.x; int y = position.y;
͚͚ͧ͢͡ 䶲͢՞ͣΔͭ͵Ҙ
ϊЄφπЄϖAPI䟵ጱ΅̵̿x̀ͼ̿ϤϺϞϓΰ̀͢ᥝ τϷί϶αχ䟵΅̵̿x̀ͼ̿ϢΰЄϸϖ̀͢ᥝ
C#ጱ΅ݶݷ΄ϢΰЄϸϖ;ϤϺϞϓΰΨϯϓ͚
ͺΩͶorz
x独y;͚͜ϢΰЄϸϖݷͽ͚;τϷί϶αχ΄䟵͢orz [System.Serializable] public struct Vector2Int { [SerializeField] int _x; public
int x { get { return _x; } set { _x = value; }} [SerializeField] int _y; public int y { get { return _y; } set { _y = value; }} }
x独y;͚͜ϤϺϞϓΰݷͽ͚;API΄䟵͢orz [System.Serializable] public struct Vector2Int { [SerializeField] int x; public
int X { get { return x; } set { x = value; }} [SerializeField] int y; public int Y { get { return y; } set { y = value; }} }
C#ͽ΅̵ݶӞ΄ݷڹ΄ϢΰЄϸϖ;ϤϺϞϓΰΨਧ嬝ͽ͚ͣ [System.Serializable] public struct Vector2Int { [SerializeField] int x; public
int x { get { return x; } set { x = value; }} [SerializeField] int y; public int y { get { return y; } set { y = value; }} }
ͺΩͶorz
τϷί϶αχݷ΅̵ϢΰЄϸϖݷͽͭ͡䷥ΗΟ͚ORZ FormerlySerializedAs΅አ᭔͢晅͜orz τϷί϶αχͯΡݷڹΨਧͯΡં͘͢Άorz
ͩΩ䱛ᚆ΅͚ͧͿ̵͘͵ΟΞ͡͵ [System.Serializable] public struct Vector2Iny { [SerializedAs("x")] // ͩΩఽͮͽݷڹΨਧͭ͵͡͵ [SerializeField]
int _x; public int x { get { return _x; } set { _x = value; }} [SerializedAs("y")] // ͩΩఽͮͽݷڹΨਧͭ͵͡͵ [SerializeField] int _y; public int y { get { return _y; } set { _y = value; }} }
ͺΩͶorz
橀(?)΄ṹ悬Ψֵ͚͞͡手ͭͼΕΡ
Mono.Cecil ILΨͪΝͪΝ䨗ͣ䟵̵͞ෛ͵DLLΨ֢Ρͩ;͢ͽͣΡ
Mono.CecilΨͺ͡ͼ xͼϢΰЄϸϖ;ϤϺϞϓΰΨݶ䦒೮ͼΡΞ͜ ϢΰЄϸϖݷΨ䨗ͣ䟵͞ෛ͵DLLΨ֢ΠڊͯѺ
ϤϺϞϓΰ΅πЀϞαϸͯΡ;ILጱ΅ get_x;͚͜Ϯϊϐϖ;set_x;͚͜Ϯϊϐϖ֢͢ΟΡ x;͚͜ݷڹ΄ϮЀϝ͢ͽͣΡΥͧͽ΅̶͚ [System.Serializable] public class PropertyExample { [SerializeField ]
int _x; public int x { get { return _x; } set { _x = value; } } }
̿C#̀ጱ΅NGͽΘ̿.NET̀ጱ΅ ݶݷ΄privateϢΰЄϸϖ;publicϤϺϞϓΰΨ֢Ρͩ;΅ݢᚆ
// Mono.CecilͽDLL΄Ӿ΄ࣳ΄قϢΰЄϸϖ΄ض毣΄`_`Ψ;͵ݷᑍ䄜ๅͯΡπЄϖ var targetAssembly = AssemblyDefinition.ReadAssembly(sourceAssemblyPath); foreach (var type in
targetAssembly.Modules.SelectMany(x => x.Types)){ foreach (var field in type.Fields) { var fieldReference = field.Module.Import(field); fieldReference.Name = fieldReference.Name.TrimStart('_'); } } sourceAssembly.Write(resultAssemblyPath);
C#ͽ΅ᔰፗ΅䨗͚ͧͧͿ x;͚͜private ϢΰЄϸϖ& public ϤϺϞϓΰ y;͚͜private ϢΰЄϸϖ& public ϤϺϞϓΰ ݶ䦒ΘͺDLLΨMono.Cecilͽ֢ΡѺ
㵛͵Ѻ
ͧͿͩΨͯΡ; UNITY_2017_2_OR_NEWERֵ͚͢͞
ͺΩͶorz
ϢΰЄϸϖ;ϤϺϞϓΰ΅㳨ͶͧͿ Θͩ͜ͽ͚͚͡ORZ [System.Serializable] public struct Vector2Int { public int x;
public int y; } ϤϺϞϓΰ;ϢΰЄϸϖ΅㳨Ͷ͡Ο̵͚ΚͶͧͿ
Δ;Η(;͚͜ݷ΄ݍ)
Vector2Int΄䟵϶αϣ϶Ϸ֢͢Π͵͡͵扖Ѻ
Vector2Int;͡΄䟵ࣳ ཿ͚ͭΞ
• ϢΰЄϸϖ;ͳ΄ࣳ͢ݶͮΟτϷί϶αχ䟵͘Π • SerialzieField͢τϷί϶αχݷΨਧͽͣΆ͚͚΄ORZ • Θͭͥ΅SerialzieAs͘͢Ά͚͚΄ORZ • Mono.CecilΨֵ͞Άݶݷ΄ϢΰЄϸϖ;ϤϺϞϓΰΨͺͥΡ
Θͩ͜ͽ͚͚͡ORZ [System.Serializable] public struct Vector2Int { public int x; public
int y; }
ਠҁͥΚ͚ͭѺ҂