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
RyotaMurohoshi
December 09, 2017
Technology
0
980
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
Tweet
Share
More Decks by RyotaMurohoshi
See All by RyotaMurohoshi
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
480
Unity 2021.1での Unityパッケージの名称変更について
ryotamurohoshi
0
660
Odin Validationはいいぞ!
ryotamurohoshi
2
900
Tilemapはいいぞ!2020 〜すごいぞ、プロジェクト専用拡張Brush〜
ryotamurohoshi
0
2.3k
Unityでも、新しいC#
ryotamurohoshi
0
1.2k
Riderはいいぞ!
ryotamurohoshi
1
3.4k
Riderのススメ〜俺はRiderここが好き〜
ryotamurohoshi
1
2.3k
Unity開発者に伝えたい.NETのこと
ryotamurohoshi
4
37k
ImportedLinqのススメ
ryotamurohoshi
0
1.3k
Other Decks in Technology
See All in Technology
開発組織のための セキュアコーディング研修の始め方
flatt_security
3
1.4k
2024.02.19 W&B AIエージェントLT会 / AIエージェントが業務を代行するための計画と実行 / Algomatic 宮脇
smiyawaki0820
10
1.5k
Moved to https://speakerdeck.com/toshihue/presales-engineer-career-bridging-tech-biz-ja
toshihue
2
670
開発スピードは上がっている…品質はどうする? スピードと品質を両立させるためのプロダクト開発の進め方とは #DevSumi #DevSumiB / Agile And Quality
nihonbuson
2
2.4k
CZII - CryoET Object Identification 参加振り返り・解法共有
tattaka
0
310
関東Kaggler会LT: 人狼コンペとLLM量子化について
nejumi
3
540
技術的負債解消の取り組みと専門チームのお話 #技術的負債_Findy
bengo4com
1
1.2k
ビジネスモデリング道場 目的と背景
masuda220
PRO
9
410
ハッキングの世界に迫る~攻撃者の思考で考えるセキュリティ~
nomizone
13
5k
明日からできる!技術的負債の返済を加速するための実践ガイド~『ホットペッパービューティー』の事例をもとに~
recruitengineers
PRO
3
290
ユーザーストーリーマッピングから始めるアジャイルチームと並走するQA / Starting QA with User Story Mapping
katawara
0
170
ホワイトボードチャレンジ 説明&実行資料
ichimichi
0
120
Featured
See All Featured
Producing Creativity
orderedlist
PRO
343
39k
Automating Front-end Workflow
addyosmani
1367
200k
Build The Right Thing And Hit Your Dates
maggiecrowley
34
2.5k
Music & Morning Musume
bryan
46
6.3k
Practical Orchestrator
shlominoach
186
10k
Bootstrapping a Software Product
garrettdimon
PRO
306
110k
Typedesign – Prime Four
hannesfritz
40
2.5k
Templates, Plugins, & Blocks: Oh My! Creating the theme that thinks of everything
marktimemedia
29
2.2k
How To Stay Up To Date on Web Technology
chriscoyier
790
250k
Statistics for Hackers
jakevdp
797
220k
Understanding Cognitive Biases in Performance Measurement
bluesmoon
27
1.5k
実際に使うSQLの書き方 徹底解説 / pgcon21j-tutorial
soudai
174
51k
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҂