Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Features
Speaker Deck
PRO
Sign in
Sign up for free
Search
Search
Vector2Intの互換ライブラリが作りたかった話!
Search
Sponsored
·
Your Podcast. Everywhere. Effortlessly.
Share. Educate. Inspire. Entertain. You do you. We'll handle the rest.
→
RyotaMurohoshi
December 09, 2017
Technology
1.2k
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
89
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
610
Unity 2021.1での Unityパッケージの名称変更について
ryotamurohoshi
0
880
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
1.5k
Riderはいいぞ!
ryotamurohoshi
1
3.8k
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
実践が先生だった— 新卒サーバーエンジニア1年目のリアル
mixi_engineers
PRO
0
250
Retriever と Reranker、結局どうする?
kazuaki
2
620
AI驚き屋発見器
yama3133
2
400
『モンスターストライク』 の運営に伴走する! データ民主化への 解析グループの3つのアプローチ
mixi_engineers
PRO
0
220
【CEDEC2026】ゲームシナリオライターを支援するAIツール開発の実践 ― 設計とプロンプトの工夫 ―
cygames
PRO
1
690
データ組織の転換期 一足飛びしない段階的戦略
leveragestech
PRO
0
150
AI ネイティブな組織に Gemini Enterprise Agent Platform がなぜ必要なのか
asei
1
160
PLaMo 3.0 Primeの構造化出力サポート
pfn
PRO
0
170
【5分でわかる】セーフィー エンジニア向け会社紹介
safie_recruit
0
53k
AIは実装を速くする。では、私たちは何を今作るべきか?-立場を越えてリリースに向き合ったチーム開発の実践 / 20260801 Hiromi Nakaya and Naoki Takahashi
shift_evolve
PRO
3
350
変化の早いClaude Codeを 書籍に落とし込む
oikon48
6
1.2k
Forza Horizon 6 のテレメトリ機能で 自動運転に使えそうな学習データを集める話
henjin0
0
110
Featured
See All Featured
Deep Space Network (abreviated)
tonyrice
0
250
Are puppies a ranking factor?
jonoalderson
1
3.7k
Music & Morning Musume
bryan
47
7.3k
Unsuck your backbone
ammeep
672
58k
The #1 spot is gone: here's how to win anyway
tamaranovitovic
3
1.1k
YesSQL, Process and Tooling at Scale
rocio
174
15k
Measuring Dark Social's Impact On Conversion and Attribution
stephenakadiri
2
240
Leveraging LLMs for student feedback in introductory data science courses - posit::conf(2025)
minecr
1
330
Test your architecture with Archunit
thirion
1
2.3k
Unlocking the hidden potential of vector embeddings in international SEO
frankvandijk
0
890
Chasing Engaging Ingredients in Design
codingconduct
0
260
Understanding Cognitive Biases in Performance Measurement
bluesmoon
32
3k
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҂