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Yahoo!アフィリエイト 学習用目の運動 読書メーター - vladimir-kyotoさんの読書メーター SSS英語学習法/多読+シャドウイング 株・投資 00323 馬鞍山鋼鉄 株価速報 青空キンドル Sorcerer Playing Manual nicomimi -にこみみ- ニコニコ動画mp3変換サービス http //freeanimedougadesu.blog70.fc2.com/blog-entry-1044.html newIMSLP/Petrucci Music Library Free Public Domain Sheet Music
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2/10 <松村> 個人のWebページ公開のためにするべきことがわかりました。 個人のhomeディレクトリ下のpublic_htmlフォルダのタイプを変更する必要があるらしいです。 以下、簡略抜粋。 SELinuxを有効にしている場合、タイプがhttpd_user_content_tである必要がある。 これは、restoreconを用いて行うことができる。 以下、変更手順 $ ls -Zd public_html/ drwxrwxr-x o2 o2 user_u object_r user_home_t public_html/ $ sudo /sbin/restorecon -R /home/o2/public_html/ $ ls -Zd public_html/ drwxrwxr-x o2 o2 user_u object_r httpd_user_content_t public_html/ 2/9 <松村> hiki@ruby版wikiを入れてみました。 http //myouhou.ddo.jp/hiki/ でアクセスできます。使えるようにしただけなので多分いたずらできます。 みんなで設定とかも見ていけたら嬉しいです。 1/18 <松村> サーバの原因不明のアクセスエラーの原因が判明しました。 postgreSQLが落ちてました。 すんません。 立ち上げなおしたので問題ないはずです。 1/6 <松村> 新年一発目。 ユーザに魯くん@luyangを追加しました。 /etc/sudoers にasano, kawasaki, luyang, mazdaを追加しました。 これで全員が sudo コマンドを使えるはずです。使い方はわからなければ適当に聞くなり調べるなりして下さい。SuperUserDOの略です。 ちなみに、パスが聞かれますが、自分のパスでOKです。 ……sudoersのファイルアクセスを666にして書き換えたんだが、元に戻そうと思うとsudoはsudoersのアクセス権限が440でないと使えないようになってるらしく、ハマりましたorz 濱田先生、よろしくお願いします。 →修正終了しました。 12/13 <松村> 各自のpublic_htmlにアクセスできるように/etc/httpd/conf/httpd.confを書き換え…… たかったんですが、どうも上手くいけません。 UserDirのあたりと Directory /home/*/public_html タグのあたりを書き換えました。 アクセスはできるようになりましたが、どう考えてもユーザフォルダのパーミッションはあいているにも関わらずPermission Deniedがでます。 へるぷみー。 ちなみに、apacheのログ関連は/var/log/httpd/以下にあります。要root権限。 12/10 myouhou設立。 Ruby, Rails, PostgreSQLなど基本的なツールはインストール済み。 <松村> locateが使えるようにしました。 具体的にはroot権限でupdatedbを実行、/etc/updatedb.confで毎日updatedbを実行するようにしました。 findとlocateの違いやupdatedbを毎日実行する仕組みなどについては http //www.drk7.jp/MT/archives/000912.html参照。
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重装ストライカー カレン ナディア ナノ クーガー ギルス シェリー ラグナ ヴェルデ ミゼ(ヴァルダー) ミリィ シャノ フェミリア ルーク リーファ ベルカ(ヴァルダー) 聖☆クーガー エレノア ルシフェ ルキノ(ヴァルダー) ニャル子 ミレニー(ヴァルダー) サクヤ ロザリア アイラ レイン レイア(ヴァルダー) ミトス(ヴァルダー) 麦野沈利 ルティス スズナ シルビア(ヴァルダー) ファミール モニカ エイク(ヴァルダー) リーゼロッテ レミィ ニーナ ユスティーナ マリル キャミ(ヴァルダー) クロエ
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1414 Life Line 問題 http //acm.pku.edu.cn/JudgeOnline/problem?id=1414 解答例 import java.util.*; public class Main { public static void main(String[] args) { Scanner sc = new Scanner(System.in); while(true){ int n = sc.nextInt(); int c = sc.nextInt(); if(n==0 c==0) break; int table[][] = new int[n+2][n+2]; for(int j=0;j n+2;j++) table[0][j] = 10; for(int i=1;i =n;i++){ table[i][0] = 10; for(int j=1;j =i;j++) table[i][j] = sc.nextInt(); for(int j=i+1;j n+2;j++) table[i][j] = 10; } for(int j=0;j n+2;j++) table[n+1][j] = 10; Solver sol = new Solver(n,c,table); System.out.println(sol.solve()); } } } class Solver{ int n; int c; int[][] table; int[][] remove; Solver(int n, int c, int[][] table) { this.n = n; this.c = c; this.table = table; } public int solve(){ int max = Integer.MIN_VALUE; for(int i=1;i =n;i++){ for(int j=1;j =i;j++){ int tmp = put(i,j); if(tmp max) max = tmp; } } return max; } public int put(int x,int y){ if(table[x][y]!=0) return Integer.MIN_VALUE; remove = new int[n+2][n+2]; for(int i=0;i n+2;i++){ for(int j=0;j n+2;j++){ remove[i][j] = table[i][j]; } } remove[x][y] = c; computeRemove(); int score = computeScore(); return score; } private int computeScore() { int score; score = 0; for(int i=1;i =n;i++){ for(int j=1;j =i;j++){ if(remove[i][j] 0){ int s = remove[i][j]; if(s==c) score--; else score++; } } } return score; } private void computeRemove(){ for(int i=0;i n;i++) computeRemoveSub(); } private void computeRemoveSub(){ for(int i=1;i =n;i++){ for(int j=1;j =i;j++){ if(remove[i][j] =0) continue; int s = remove[i][j]; if(remove[i-1][j-1]==0||remove[i-1][j-1]==-s){ remove[i][j] = -s; continue; } if(remove[i-1][j]==0||remove[i-1][j]==-s){ remove[i][j] = -s; continue; } if(remove[i][j-1]==0||remove[i][j-1]==-s){ remove[i][j] = -s; continue; } if(remove[i+1][j+1]==0||remove[i+1][j+1]==-s){ remove[i][j] = -s; continue; } if(remove[i+1][j]==0||remove[i+1][j]==-s){ remove[i][j] = -s; continue; } if(remove[i][j+1]==0||remove[i][j+1]==-s){ remove[i][j] = -s; continue; } } } } }
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遠射ストライカー ベルカ カーラ エイク ルリ ミトス バイパー フラナガン ナディア(アナザー) ルキノ リタ アリーナ フェリカ ミゼ(アナザー) リン バイアス ヒナ カレン(アナザー) イーリス ナギ ユリカ セシリー クー子 ミレニー(アナザー) ナノ(アナザー) ティアナ ヴィート キャミ ナギ(アクア) ルーシア 御坂美琴 御坂妹 ヨミ ヘイゼル アメリア シルビア(アナザー) エルシィ シャルナ エリセル リーファ(アナザー) イングリッド アレット タバサ クロエ(爆走)
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A Practical Guide to the Machinery Directive Professional Engineering Publishing? Henk P.Van Ekelenburg? ProfessionalEngineeringPublishing? HenkP.VanEkelenburg? ユーズドブック(洋書)-Engineering ユーズドブック(洋書)-Law? Subjects-Engineering-Mechanical-General? Subjects-Law-InternationalLaw-EuropeanUnion? Subjects-Nonfiction-Law-InternationalLaw-EuropeanUnion? Subjects-Professional&Technical-Engineering-Mechanical-General? Subjects-Science-Technology-Safety&Health? Vibrations in Rotating Machinery (IMechE Conference Transactions) Professional Engineering Publishing? ProfessionalEngineeringPublishing? ユーズドブック(洋書)-Engineering Subjects-Engineering-Industrial,Manufacturing&OperationalSystems-Machinery? Subjects-Engineering-Mechanical-General? Subjects-Engineering-Mechanical-Machinery? Subjects-Professional&Technical-Engineering-Industrial,Manufacturing&OperationalSystems-Machinery? Subjects-Professional&Technical-Engineering-Mechanical-General? 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ProfessionalEngineeringPublishers? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Engineering-Civil-General? Subjects-Engineering-Civil-Transportation&Highway? Subjects-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-Civil-General? Subjects-Professional&Technical-Engineering-Civil-Transportation&Highway? Subjects-Professional&Technical-Engineering-Mechanical-General? Automotive Powertrains Selected Papers from Autotech 95 7-9 November 1995 (IMechE Seminar Publications) Mechanical Engineering Pubns Ltd? MechanicalEngineeringPubnsLtd? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Engineering-Automotive? Subjects-Engineering-Civil-Transportation&Highway? Subjects-Engineering-Industrial,Manufacturing&OperationalSystems-Machinery? Subjects-Engineering-Mechanical-General? Subjects-Engineering-Mechanical-Machinery? Subjects-Professional&Technical-Engineering-Civil-Transportation&Highway? 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Subjects-Science-General Automotive Systems, Sensors and Signalling Selected Papers from Autotech 95 7-9 November 1995 (IMechE Seminar Publications) Mechanical Engineering Pubns Ltd? MechanicalEngineeringPubnsLtd? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Engineering-Automotive? Subjects-Engineering-Electrical&Electronics-DigitalDesign? Subjects-Professional&Technical-Engineering-Electrical&Electronics-DigitalDesign? Subjects-Professional&Technical-Engineering-Automotive? Subjects-Science-General Subjects-Science-Technology-General&Reference Automotive Manufacturing Selected Papers from Autotech 85 7-9 November 1995 (IMechE Seminar Publications) Society of Automotive Engineers? SocietyofAutomotiveEngineers? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-65? Subjects-Engineering-Automotive? Subjects-Engineering-MaterialsScience-General? Subjects-Professional&Technical-Engineering-MaterialsScience-General? Subjects-Professional&Technical-Engineering-Automotive? Subjects-Science-General Aeroengines and Propulsion Selected Papers from Aerotech 95 (IMechE Seminar Publications) Society of Automotive Engineers? SocietyofAutomotiveEngineers? ユーズドブック(洋書)-Engineering Subjects-Engineering-Aerospace-Aerodynamics? Subjects-Engineering-General? Subjects-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-Aerospace-Aerodynamics? Subjects-Professional&Technical-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-General Subjects-Science-General Lubrication and Lubricant Selection Professional Engineering Publishing? A.R. Lansdown? ProfessionalEngineeringPublishing? A.R.Lansdown? ユーズドブック(洋書)-Engineering Subjects-Engineering-Chemical-Petrochemical? Subjects-Engineering-Petroleum,Mining&Geological-Petroleum? Subjects-Professional&Technical-Engineering-Chemical-Petrochemical? Subjects-Professional&Technical-Engineering-Petroleum,Mining&Geological-Petroleum? Subjects-Science-Chemistry-Industrial&Technical? Energy Saving in the Design and Operation of Pumps - Imeche Seminar (IMechE Seminar Publications) Mechanical Engineering Pubns Ltd? Institution of Mechanical Engineers? MechanicalEngineeringPubnsLtd? InstitutionofMechanicalEngineers? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Engineering-Civil-Hydrology? Subjects-Engineering-Industrial,Manufacturing&OperationalSystems-Machinery? Subjects-Engineering-Mechanical-Machinery? Subjects-Professional&Technical-Engineering-Civil-Hydrology? Subjects-Professional&Technical-Engineering-Industrial,Manufacturing&OperationalSystems-Machinery? Subjects-Professional&Technical-Engineering-Mechanical-Machinery? Subjects-Science-Physics-Dynamics-FluidDynamics? Using Natural Gas in Engines (IMechE Seminar Publications) Mechanical Engineering Pubns Ltd? Professional Engineering Publishers? MechanicalEngineeringPubnsLtd? ProfessionalEngineeringPublishers? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Engineering-Civil-General? Subjects-Engineering-General? Subjects-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-Civil-General? Subjects-Professional&Technical-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-General Wind Energy Conversion 1996 (British Wind Energy Association) Mechanical Engineering Pubns Ltd? Mike Anderson? MechanicalEngineeringPubnsLtd? MikeAnderson? ユーズドブック(洋書)-Engineering Subjects-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-Mechanical-General? Subjects-Science-Technology-RenewableEnergy? Electronic Braking Systems (IMechE Seminar Publications) Professional Engineering Publishing? IMechE? ProfessionalEngineeringPublishing? IMechE? ユーズドブック(洋書)-Engineering Subjects-Engineering-Automotive? Subjects-Professional&Technical-Engineering-Automotive? Lean Burn Combustion Engines (IMechE Seminar Publications) Society of Automotive Engineers? 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MechanicalEngineeringPubnsLtd? KeithFoster? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Engineering-Electrical&Electronics-DigitalDesign? Subjects-Engineering-Industrial,Manufacturing&OperationalSystems-QualityControl? Subjects-Professional&Technical-Engineering-Electrical&Electronics-DigitalDesign? Subjects-Professional&Technical-Engineering-Industrial,Manufacturing&OperationalSystems-QualityControl? Advances in Medical Tribology Orthopaedic Implants and Implant Material Mechanical Engineering Pubns Ltd? Duncan Dowson? MechanicalEngineeringPubnsLtd? DuncanDowson? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Engineering-MaterialsScience-General? Subjects-Medicine-Specialties-Surgery? Subjects-Professional&Technical-Engineering-MaterialsScience-General? Subjects-Professional&Technical-Medical-Medicine-Reference-Instruments&Supplies? Subjects-Science-Medicine-Specialties-Surgery? History of Tribology Amer Society of Mechanical? Duncan Dowson? AmerSocietyofMechanical? DuncanDowson? ユーズドブック(洋書)-Engineering Subjects-Engineering-Automotive? Subjects-Engineering-Mechanical-Drafting&MechanicalDrawing? Subjects-Professional&Technical-Engineering-Automotive? Subjects-Professional&Technical-Engineering-Mechanical-Drafting&MechanicalDrawing? Subjects-Science-General Subjects-Science-History&Philosophy-HistoryofTechnology? The Tribology of Internal Combustion Engines Mechanical Engineering Pubns Ltd? Institution of Mechanical Engineers? MechanicalEngineeringPubnsLtd? InstitutionofMechanicalEngineers? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Engineering-Industrial,Manufacturing&OperationalSystems-QualityControl? Subjects-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-Industrial,Manufacturing&OperationalSystems-QualityControl? Subjects-Professional&Technical-Engineering-Mechanical-General? Handbook of Automotive Body Construction and Design Analysis Mechanical Engineering Pubns Ltd? John Fenton? MechanicalEngineeringPubnsLtd? JohnFenton? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Engineering-Automotive? Subjects-Engineering-Industrial,Manufacturing&OperationalSystems-Machinery? Subjects-Engineering-Mechanical-Machinery? Subjects-Professional&Technical-Engineering-Industrial,Manufacturing&OperationalSystems-Machinery? Subjects-Professional&Technical-Engineering-Automotive? Subjects-Professional&Technical-Engineering-Mechanical-Machinery? Rapid Prototyping Casebook (Casebook S.) Mechanical Engineering Pubns Ltd? Julia A. Mcdonald? Chris J. Ryall? David I. Wimpenny? MechanicalEngineeringPubnsLtd? JuliaA.Mcdonald? ChrisJ.Ryall? DavidI.Wimpenny? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Engineering-Industrial,Manufacturing&OperationalSystems-General? Subjects-Engineering-Mechanical-Drafting&MechanicalDrawing? Subjects-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-Industrial,Manufacturing&OperationalSystems-General? Subjects-Professional&Technical-Engineering-Mechanical-Drafting&MechanicalDrawing? Subjects-Professional&Technical-Engineering-Mechanical-General? Subjects-Science-Technology-General&Reference Optimizing the Super-turbocharged Aeroengine Mechanical Engineering Pubns Ltd? Julian R. Panting? MechanicalEngineeringPubnsLtd? JulianR.Panting? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Engineering-Aerospace? Subjects-Professional&Technical-Engineering-Aerospace? Subjects-Science-Astronomy-Aeronautics&Astronautics? An Engineer's Guide to Pipe Joints John Wiley & Sons Inc? Graham Thompson? JohnWiley&SonsInc? GrahamThompson? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Engineering-Civil-Environmental-SolidWasteManagement? Subjects-Engineering-General? Subjects-Engineering-Industrial,Manufacturing&OperationalSystems-Machinery? Subjects-Engineering-Mechanical-General? Subjects-Engineering-Mechanical-Machinery? Subjects-Professional&Technical-Engineering-Civil-Environmental-SolidWasteManagement? Subjects-Professional&Technical-Engineering-Industrial,Manufacturing&OperationalSystems-Machinery? Subjects-Professional&Technical-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-Mechanical-Machinery? Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-ProfessionalScience-Physics-Mechanics? Subjects-Science-General Subjects-Science-Physics-Mechanics? Wind Energy 1997 Wind Energy Conversion 1997 from Theory to Practice (Wind Energy) Mechanical Engineering Pubns Ltd? MechanicalEngineeringPubnsLtd? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Engineering-General? Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-ProfessionalScience-Physics-Energy? Subjects-Science-General Subjects-Science-Technology-RenewableEnergy? A Practical Guide to Engineering Failure Investigation Mechanical Engineering Pubns Ltd? Clifford Matthews? MechanicalEngineeringPubnsLtd? CliffordMatthews? ユーズドブック(洋書)-Engineering Subjects-Engineering-Industrial,Manufacturing&OperationalSystems-IndustrialDesign? Subjects-Engineering-Mechanical-FractureMechanics? Subjects-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-Industrial,Manufacturing&OperationalSystems-IndustrialDesign? Subjects-Professional&Technical-Engineering-Mechanical-FractureMechanics? Subjects-Professional&Technical-Engineering-Mechanical-General? Plant Monitoring and Maintenance Routines (IMechE Seminar Publications) Professional Engineering Publishing? ProfessionalEngineeringPublishing? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Business&Investing-Industries&Professions-RealEstate-General? Subjects-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-Mechanical-General? Subjects-Professional&Technical-Accounting&Finance-Industries&Professions-RealEstate-General? Bioreactor and Bioprocess Fluid Dynamics Bhr Group Publication 25 (British Hydromechanics Research Group Rep) Mechanical Engineering Pubns Ltd? A. W. Nienow? MechanicalEngineeringPubnsLtd? A.W.Nienow? ユーズドブック(洋書)-Engineering Subjects-Engineering-Bioengineering-Biotechnology? Subjects-Professional&Technical-Engineering-Bioengineering-Biotechnology? Subjects-Professional&Technical-ProfessionalScience-Physics-Mechanics? Subjects-Science-Physics-Dynamics-FluidDynamics? Subjects-Science-Physics-Mechanics? Subjects-Science-BiologicalSciences-Biotechnology? Fluid Sealing Meeting Users' Needs Bhr Group Publiction 26 (British Hydromechanics Research Group Rep) Mechanical Engineering Pubns Ltd? B. D. Halligan? MechanicalEngineeringPubnsLtd? B.D.Halligan? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Engineering-Civil-Environmental-Hydraulics? Subjects-Professional&Technical-Engineering-Civil-Environmental-Hydraulics? Subjects-Professional&Technical-ProfessionalScience-Physics-Mechanics? Subjects-Science-Physics-Mechanics? Process Intensification in Practice Applications and Opportunities Bhr Group Publication 28 (British Hydromechanics Research Group Rep) Mechanical Engineering Pubns Ltd? J. Semel? MechanicalEngineeringPubnsLtd? J.Semel? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Engineering-Industrial,Manufacturing&OperationalSystems-QualityControl? Subjects-Professional&Technical-Engineering-Industrial,Manufacturing&OperationalSystems-QualityControl? Subjects-Science-Chemistry-Industrial&Technical? Protecting the Environment (BHR Group Conference) Professional Engineering Publishing? J. Duncan? ProfessionalEngineeringPublishing? J.Duncan? ユーズドブック(洋書)-Engineering Subjects-Business&Investing-Industries&Professions-Oil&Energy? Subjects-Engineering-Civil-Environmental-General Subjects-Engineering-Civil-Environmental-SolidWasteManagement? Subjects-Professional&Technical-Engineering-Civil-Environmental-General Subjects-Professional&Technical-Engineering-Civil-Environmental-SolidWasteManagement? Subjects-Science-Chemistry-Industrial&Technical? Train Maintenance Tomorrow ... and Beyond (Imeche Event Publications) Mechanical Engineering Pubns Ltd? Professional Engineering Publishers? MechanicalEngineeringPubnsLtd? ProfessionalEngineeringPublishers? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Engineering-Civil-General? Subjects-Engineering-Civil-Transportation&Highway? Subjects-Professional&Technical-Engineering-Civil-General? Subjects-Professional&Technical-Engineering-Civil-Transportation&Highway? Visions of Tomorrow (IMechE Conference Transactions) Professional Engineering Publishing? IMechE? ProfessionalEngineeringPublishing? IMechE? ユーズドブック(洋書)-Engineering Subjects-Engineering-Industrial,Manufacturing&OperationalSystems-Ergonomics? Subjects-Nonfiction-SocialSciences-Sociology-Culture? Subjects-Professional&Technical-Engineering-Industrial,Manufacturing&OperationalSystems-Ergonomics? New Directions in Tribology (IMechE Conference Transactions) Mechanical Engineering Pubns Ltd? Ian M. Hutchings? MechanicalEngineeringPubnsLtd? IanM.Hutchings? ユーズドブック(洋書)-Engineering Substores-UnknownASINs-39? Subjects-Engineering-Mechanical-Drafting&MechanicalDrawing? Subjects-Professional&Technical-Engineering-Mechanical-Drafting&MechanicalDrawing? ユーズドブック(洋書)-Engineering 洋書
https://w.atwiki.jp/yoshiumi41/pages/49.html
public class IllegalInputException extends Exception { public IllegalInputException() {// TODO 自動生成されたコンストラクター・スタブ} public IllegalInputException(String message) {super(message);// TODO 自動生成されたコンストラクター・スタブ} public IllegalInputException(Throwable cause) {super(cause);// TODO 自動生成されたコンストラクター・スタブ} public IllegalInputException(String message, Throwable cause) {super(message, cause);// TODO 自動生成されたコンストラクター・スタブ} }
https://w.atwiki.jp/abwiki/pages/134.html
'htmlhelp.sbp'05/05/10'06/09/10 最後まで書いた' Commands to pass to HtmlHelp()Const HH_DISPLAY_TOPIC = H0000Const HH_HELP_FINDER = H0000 ' WinHelp equivalentConst HH_DISPLAY_TOC = H0001 Const HH_DISPLAY_INDEX = H0002 Const HH_DISPLAY_SEARCH = H0003 Const HH_SET_WIN_TYPE = H0004Const HH_GET_WIN_TYPE = H0005Const HH_GET_WIN_HANDLE = H0006Const HH_ENUM_INFO_TYPE = H0007 ' Get Info type name, call repeatedly to enumerate, -1 at endConst HH_SET_INFO_TYPE = H0008 ' Add Info type to filter.Const HH_SYNC = H0009Const HH_RESERVED1 = H000AConst HH_RESERVED2 = H000BConst HH_RESERVED3 = H000CConst HH_KEYWORD_LOOKUP = H000DConst HH_DISPLAY_TEXT_POPUP = H000E ' display string resource id or text in a popup windowConst HH_HELP_CONTEXT = H000F ' display mapped numeric value in dwDataConst HH_TP_HELP_CONTEXTMENU = H0010 ' text popup help, same as WinHelp HELP_CONTEXTMENUConst HH_TP_HELP_WM_HELP = H0011 ' text popup help, same as WinHelp HELP_WM_HELPConst HH_CLOSE_ALL = H0012 ' close all windows opened directly or indirectly by the callerConst HH_ALINK_LOOKUP = H0013 ' ALink version of HH_KEYWORD_LOOKUPConst HH_GET_LAST_ERROR = H0014 ' not currently implemented ' See HHERROR.hConst HH_ENUM_CATEGORY = H0015Const HH_ENUM_CATEGORY_IT = H0016 ' Get category info type members, call repeatedly to enumerate, -1 at endConst HH_RESET_IT_FILTER = H0017 ' Clear the info type filter of all info types.Const HH_SET_INCLUSIVE_FILTER = H0018 ' set inclusive filtering method for untyped topics to be included in displayConst HH_SET_EXCLUSIVE_FILTER = H0019 ' set exclusive filtering method for untyped topics to be excluded from displayConst HH_INITIALIZE = H001C ' Initializes the help system.Const HH_UNINITIALIZE = H001D ' Uninitializes the help system.Const HH_PRETRANSLATEMESSAGE = H00fd ' Pumps messages. (NULL, NULL, MSG*). Const HH_SET_GLOBAL_PROPERTY = H00fc ' Set a global property. (NULL, NULL, HH_GPROP)Const HHWIN_PROP_TAB_AUTOHIDESHOW = (1 0) ' Automatically hide/show tri-pane windowConst HHWIN_PROP_ONTOP = (1 1) ' Top-most windowConst HHWIN_PROP_NOTITLEBAR = (1 2) ' no title barConst HHWIN_PROP_NODEF_STYLES = (1 3) ' no default window styles (only HH_WINTYPE.dwStyles)Const HHWIN_PROP_NODEF_EXSTYLES = (1 4) ' no default extended window styles (only HH_WINTYPE.dwExStyles)Const HHWIN_PROP_TRI_PANE = (1 5) ' use a tri-pane windowConst HHWIN_PROP_NOTB_TEXT = (1 6) ' no text on toolbar buttonsConst HHWIN_PROP_POST_QUIT = (1 7) ' post WM_QUIT message when window closesConst HHWIN_PROP_AUTO_SYNC = (1 8) ' automatically ssync contents and indexConst HHWIN_PROP_TRACKING = (1 9) ' send tracking notification messagesConst HHWIN_PROP_TAB_SEARCH = (1 10) ' include search tab in navigation paneConst HHWIN_PROP_TAB_HISTORY = (1 11) ' include history tab in navigation paneConst HHWIN_PROP_TAB_FAVORITES = (1 12) ' include favorites tab in navigation paneConst HHWIN_PROP_CHANGE_TITLE = (1 13) ' Put current HTML title in title barConst HHWIN_PROP_NAV_ONLY_WIN = (1 14) ' Only display the navigation windowConst HHWIN_PROP_NO_TOOLBAR = (1 15) ' Don't display a toolbarConst HHWIN_PROP_MENU = (1 16) ' MenuConst HHWIN_PROP_TAB_ADVSEARCH = (1 17) ' Advanced FTS UI.Const HHWIN_PROP_USER_POS = (1 18) ' After initial creation, user controls window size/positionConst HHWIN_PROP_TAB_CUSTOM1 = (1 19) ' Use custom tab #1Const HHWIN_PROP_TAB_CUSTOM2 = (1 20) ' Use custom tab #2Const HHWIN_PROP_TAB_CUSTOM3 = (1 21) ' Use custom tab #3Const HHWIN_PROP_TAB_CUSTOM4 = (1 22) ' Use custom tab #4Const HHWIN_PROP_TAB_CUSTOM5 = (1 23) ' Use custom tab #5Const HHWIN_PROP_TAB_CUSTOM6 = (1 24) ' Use custom tab #6Const HHWIN_PROP_TAB_CUSTOM7 = (1 25) ' Use custom tab #7Const HHWIN_PROP_TAB_CUSTOM8 = (1 26) ' Use custom tab #8Const HHWIN_PROP_TAB_CUSTOM9 = (1 27) ' Use custom tab #9Const HHWIN_TB_MARGIN = (1 28) ' the window type has a marginConst HHWIN_PARAM_PROPERTIES = (1 1) ' valid fsWinPropertiesConst HHWIN_PARAM_STYLES = (1 2) ' valid dwStylesConst HHWIN_PARAM_EXSTYLES = (1 3) ' valid dwExStylesConst HHWIN_PARAM_RECT = (1 4) ' valid rcWindowPosConst HHWIN_PARAM_NAV_WIDTH = (1 5) ' valid iNavWidthConst HHWIN_PARAM_SHOWSTATE = (1 6) ' valid nShowStateConst HHWIN_PARAM_INFOTYPES = (1 7) ' valid apInfoTypesConst HHWIN_PARAM_TB_FLAGS = (1 8) ' valid fsToolBarFlagsConst HHWIN_PARAM_EXPANSION = (1 9) ' valid fNotExpandedConst HHWIN_PARAM_TABPOS = (1 10) ' valid tabposConst HHWIN_PARAM_TABORDER = (1 11) ' valid taborderConst HHWIN_PARAM_HISTORY_COUNT = (1 12) ' valid cHistoryConst HHWIN_PARAM_CUR_TAB = (1 13) ' valid curNavTypeConst HHWIN_BUTTON_EXPAND = (1 1) ' Expand/contract buttonConst HHWIN_BUTTON_BACK = (1 2) ' Back buttonConst HHWIN_BUTTON_FORWARD = (1 3) ' Forward buttonConst HHWIN_BUTTON_STOP = (1 4) ' Stop buttonConst HHWIN_BUTTON_REFRESH = (1 5) ' Refresh buttonConst HHWIN_BUTTON_HOME = (1 6) ' Home buttonConst HHWIN_BUTTON_BROWSE_FWD = (1 7) ' not implementedConst HHWIN_BUTTON_BROWSE_BCK = (1 8) ' not implementedConst HHWIN_BUTTON_NOTES = (1 9) ' not implementedConst HHWIN_BUTTON_CONTENTS = (1 10) ' not implementedConst HHWIN_BUTTON_SYNC = (1 11) ' Sync buttonConst HHWIN_BUTTON_OPTIONS = (1 12) ' Options buttonConst HHWIN_BUTTON_PRLong = (1 13) ' Print buttonConst HHWIN_BUTTON_INDEX = (1 14) ' not implementedConst HHWIN_BUTTON_SEARCH = (1 15) ' not implementedConst HHWIN_BUTTON_HISTORY = (1 16) ' not implementedConst HHWIN_BUTTON_FAVORITES = (1 17) ' not implementedConst HHWIN_BUTTON_JUMP1 = (1 18)Const HHWIN_BUTTON_JUMP2 = (1 19)Const HHWIN_BUTTON_ZOOM = (1 20)Const HHWIN_BUTTON_TOC_NEXT = (1 21)Const HHWIN_BUTTON_TOC_PREV = (1 22)Function HHWIN_DEF_BUTTONS() As DWord HHWIN_DEF_BUTTONS = HHWIN_BUTTON_BACK or HHWIN_BUTTON_OPTIONS or HHWIN_BUTTON_PRINTEnd Function' Button IDsConst IDTB_EXPAND = 200Const IDTB_CONTRACT = 201Const IDTB_STOP = 202Const IDTB_REFRESH = 203Const IDTB_BACK = 204Const IDTB_HOME = 205Const IDTB_SYNC = 206Const IDTB_PRLong = 207Const IDTB_OPTIONS = 208Const IDTB_FORWARD = 209Const IDTB_NOTES = 210 ' not implementedConst IDTB_BROWSE_FWD = 211Const IDTB_BROWSE_BACK = 212Const IDTB_CONTENTS = 213 ' not implementedConst IDTB_INDEX = 214 ' not implementedConst IDTB_SEARCH = 215 ' not implementedConst IDTB_HISTORY = 216 ' not implementedConst IDTB_FAVORITES = 217 ' not implementedConst IDTB_JUMP1 = 218Const IDTB_JUMP2 = 219Const IDTB_CUSTOMIZE = 221Const IDTB_ZOOM = 222Const IDTB_TOC_NEXT = 223Const IDTB_TOC_PREV = 224' Notification codesConst HHN_FIRST = (0-860)Const HHN_LAST = (0-879)Const HHN_NAVCOMPLETE = (HHN_FIRST-0)Const HHN_TRACK = (HHN_FIRST-1)Const HHN_WINDOW_CREATE = (HHN_FIRST-2)'NMHDRType dummyNMHDR hwndFrom As HWND idFrom As DWordcode As DWordEnd TypeType HHN_NOTIFY hdr As dummyNMHDR pszUrl As *Byte ' Multi-byte, null-terminated stringEnd TypeType HH_POPUP cbStruct As Long ' sizeof this structure hinst As DWord ' instance handle for string resource idString As DWord ' string resource id, or text id if pszFile is specified in HtmlHelp call pszText As *Byte ' used if idString is zero pt As POINTAPI ' top center of popup window clrForeground As Dword ' use -1 for default clrBackground As Dword ' use -1 for default rcMargins As RECT ' amount of space between edges of window and text, -1 for each member to ignore pszFont As *Byte ' facename, point size, char set, BOLD ITALIC UNDERLINEEnd TypeType HH_AKLINK cbStruct As Long ' sizeof this structure fReserved As Long ' must be FALSE (really!) pszKeywords As *Byte ' semi-colon separated keywords pszUrl As *Byte ' URL to jump to if no keywords found (may be NULL) pszMsgText As *Byte ' Message text to display in MessageBox if pszUrl is NULL and no keyword match pszMsgTitle As *Byte ' Message text to display in MessageBox if pszUrl is NULL and no keyword match pszWindow As *Byte ' Window to display URL in fIndexOnFail As Long ' Displays index if keyword lookup fails.End TypeEnum HHWIN_NAVTYPE_TOC, HHWIN_NAVTYPE_INDEX, HHWIN_NAVTYPE_SEARCH, HHWIN_NAVTYPE_FAVORITES, HHWIN_NAVTYPE_HISTORY, ' not implemented HHWIN_NAVTYPE_AUTHOR, HHWIN_NAVTYPE_CUSTOM_FIRST = 11End EnumEnum IT_INCLUSIVE, IT_EXCLUSIVE, IT_HIDDEN,End EnumType HH_ENUM_ITcbStruct As Long ' size of this structureiType As Long ' the type of the information type ie. Inclusive, Exclusive, or HiddenpszCatName As *Byte ' Set to the name of the Category to enumerate the info types in a category As else NULLpszITName As *Byte ' volitile pointer to the name of the infotype. Allocated by call. Caller responsible for freeingpszITDescription As *Byte ' volitile pointer to the description of the infotype.End TypeType HH_ENUM_CATcbStruct As Long ' size of this structurepszCatName As *Byte ' volitile pointer to the category namepszCatDescription As *Byte ' volitile pointer to the category descriptionEnd TypeType HH_SET_INFOTYPEcbStruct As Long ' the size of this structurepszCatName As *Byte ' the name of the category, if any, the InfoType is a member of.pszInfoTypeName As *Byte ' the name of the info type to add to the filterEnd TypeTypedef HH_INFOTYPE = DWordTypedef PHH_INFOTYPE = *HH_INFOTYPEConst HHWIN_NAVTAB_TOP=0Const HHWIN_NAVTAB_LEFT=1Const HHWIN_NAVTAB_BOTTOM=2Const HH_MAX_TABS =19 ' maximum number of tabsConst HH_TAB_CONTENTS=0Const HH_TAB_INDEX=1Const HH_TAB_SEARCH=2Const HH_TAB_FAVORITES=3Const HH_TAB_HISTORY=4Const HH_TAB_AUTHOR=5Const HH_TAB_CUSTOM_FIRST = 11Const HH_TAB_CUSTOM_LAST = HH_MAX_TABSConst HH_MAX_TABS_CUSTOM = (HH_TAB_CUSTOM_LAST - HH_TAB_CUSTOM_FIRST + 1)' HH_DISPLAY_SEARCH Command Related Structures andConstantsConst HH_FTS_DEFAULT_PROXIMITY = (-1)Type HH_FTS_QUERYcbStruct As Long ' Sizeof structure in bytes.fUniCodeStrings As Long ' TRUE if all strings are unicode.pszSearchQuery As *Byte ' String containing the search query.iProximity As Long ' Word proximity.fStemmedSearch As Long ' TRUE for StemmedSearch only.fTitleOnly As Long ' TRUE for Title search only. fExecute As Long ' TRUE to initiate the search. pszWindow As *Byte ' Window to display inEnd Type' HH_WINTYPE StructureType HH_WINTYPE cbStruct As Long ' IN size of this structure including all Information Types fUniCodeStrings As Long ' IN/OUT TRUE if all strings are in UNICODE pszType As *Byte ' IN/OUT Name of a type of window fsValidMembers As DWord ' IN Bit flag of valid members (HHWIN_PARAM_) fsWinProperties As DWord ' IN/OUT Properties/attributes of the window (HHWIN_) pszCaption As *Byte ' IN/OUT Window title dwStyles As DWord ' IN/OUT Window styles dwExStyles As DWord ' IN/OUT Extended Window styles rcWindowPos As RECT ' IN Starting position, OUT current position nShowState As Long ' IN show state (e.g., SW_SHOW) hwndHelp As HWND ' OUT window handle hwndCaller As HWND ' OUT who called this window paInfoTypes As *HH_INFOTYPE ' IN Pointer to an array of Information Types ' The following members are only valid if HHWIN_PROP_TRI_PANE is set hwndToolBar As DWord ' OUT toolbar window in tri-pane window hwndNavigation As DWord ' OUT navigation window in tri-pane window hwndHTML As DWord ' OUT window displaying HTML in tri-pane window iNavWidth As DWord ' IN/OUT width of navigation window rcHTML As RECT ' OUT HTML window coordinates pszToc As *Byte ' IN Location of the table of contents file pszIndex As *Byte ' IN Location of the index file pszFile As *Byte ' IN Default location of the html file pszHome As *Byte ' IN/OUT html file to display when Home button is clicked fsToolBarFlags As Dword ' IN flags controling the appearance of the toolbar fNotExpanded As Long ' IN TRUE/FALSE to contract or expand, OUT current state curNavType As Long ' IN/OUT UI to display in the navigational pane tabpos As Long ' IN/OUT HHWIN_NAVTAB_TOP, HHWIN_NAVTAB_LEFT, or HHWIN_NAVTAB_BOTTOM idNotify As Long ' IN ID to use for WM_NOTIFY messages tabOrder[HH_MAX_TABS + 1] As Byte ' IN/OUT tab order Contents, Index, Search, History, Favorites, Reserved 1-5, Custom tabs cHistory As Long ' IN/OUT number of history items to keep (default is 30) pszJump1 As *Byte ' Text for HHWIN_BUTTON_JUMP1 pszJump2 As *Byte ' Text for HHWIN_BUTTON_JUMP2 pszUrlJump1 As *Byte ' URL for HHWIN_BUTTON_JUMP1 pszUrlJump2 As *Byte ' URL for HHWIN_BUTTON_JUMP2 rcMinSize As RECT ' Minimum size for window (ignored in version 1) cbInfoTypes As Long ' size of paInfoTypes As pszCustomTabs As *Byte ' multiple zero-terminated stringsEnd TypeConst HHACT_TAB_CONTENTS =0Const HHACT_TAB_INDEX =1Const HHACT_TAB_SEARCH=2Const HHACT_TAB_HISTORY=3Const HHACT_TAB_FAVORITES=4Const HHACT_EXPAND=5Const HHACT_CONTRACT=6Const HHACT_BACK=7Const HHACT_FORWARD=8Const HHACT_STOP=9Const HHACT_REFRESH=10Const HHACT_HOME=11Const HHACT_SYNC=12Const HHACT_OPTIONS=13Const HHACT_PRINT=14Const HHACT_HIGHLIGHT=15Const HHACT_CUSTOMIZE=16Const HHACT_JUMP1=17Const HHACT_JUMP2=18Const HHACT_ZOOM=19Const HHACT_TOC_NEXT=20Const HHACT_TOC_PREV=21Const HHACT_NOTES=22Const HHACT_LAST_ENUM=23Type HHNTRACK hdr As dummyNMHDR pszCurUrl As *Byte ' Multi-byte, null-terminated string idAction As Long ' HHACT_ value phhWinType As HH_WINTYPE ' Current window type structureEnd TypeDeclare Function HtmlHelp Lib "HHCtrl.ocx" Alias "HtmlHelpA" ( _hwndCaller As HWND, _pszFile As *Byte, _uCommand As Dword, _dwData As Dword) As Dword
https://w.atwiki.jp/myunity/pages/28.html
BoardManagerのコード GameManagerのコード GameManagerのコード(シングルトン) Loaderのコード MovingObjectのコード Wallのコード GameManagerのコード(Player用追記) Playerのコード Enemyコード GameManager修正(Enemy用) Enemyコードに加筆 GameManagerの修正 Playerの修正 BoardManagerのコード Randomはそのままだとエラーになるので、UnityEngine.Randomに置き換える。 using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class BoardManager MonoBehaviour { //カウント用のクラスを設定 [Serializable] public class Count { public int minimum; public int maximum; public Count(int min, int max) { minimum = min; maximum = max; } } //8*8のゲームボードを作るので縦の段を8、横の列を8 public int columns = 8; public int rows = 8; //壁は5〜9の間で出現 public Count wallCount = new Count(5, 9); //アイテムは1〜5の間で出現 public Count foodCount = new Count(1, 5); //Exitは単体 public GameObject exit; //床・内壁・アイテム・敵キャラ・外壁は複数あるため配列 public GameObject[] floorTiles; public GameObject[] wallTiles; public GameObject[] foodTiles; public GameObject[] enemyTiles; public GameObject[] outerWallTiles; //オブジェクトの位置情報を保存する変数 private Transform boardHolder; //オブジェクトを配置できる範囲を表すリスト //Listは可変型の配列 private List Vector3 gridPositions = new List Vector3 (); //敵キャラ・アイテム・内壁を配置できる範囲を決定 void InitialiseList() { //gridPositionをクリア gridPositions.Clear(); //gridPositionにオブジェクト配置可能範囲を指定 //x = 1〜6をループ for (int x = 1; x columns - 1; x++) { //y = 1〜6をループ for (int y = 1; y rows - 1; y++) { //6*6の範囲をgridPositionsに指定 gridPositions.Add(new Vector3(x, y, 0f)); } } } //外壁、床を配置 void BoardSetup() { //Boardというオブジェクトを作成し、transform情報をboardHolderに保存 boardHolder = new GameObject("Board").transform; //x = -1〜8をループ for (int x = -1; x columns + 1; x++) { //y = -1〜8をループ for (int y = -1; y rows + 1; y++) { //床をランダムで選択 GameObject toInstantiate = floorTiles[UnityEngine.Random.Range(0, floorTiles.Length)]; //左端or右端or最低部or最上部の時=外壁を作る時 if (x == -1 || x == columns || y == -1 || y == rows) { //floorTileの時と同じように外壁をランダムで選択し、上書きする toInstantiate = outerWallTiles[UnityEngine.Random.Range(0, outerWallTiles.Length)]; } //床or外壁を生成し、instance変数に格納 GameObject instance = Instantiate(toInstantiate, new Vector3(x, y, 0f), Quaternion.identity) as GameObject; //生成したinstanceをBoardオブジェクトの子オブジェクトとする instance.transform.SetParent(boardHolder); } } } Vector3 RandomPosition() { //0〜36からランダムで1つ決定し、位置情報を確定 int randomIndex = UnityEngine.Random.Range(0, gridPositions.Count); Vector3 randomPosition = gridPositions[randomIndex]; //ランダムで決定した数値は削除 gridPositions.RemoveAt(randomIndex); //確定した位置情報を返す return randomPosition; } void LayoutObjectAtRandom(GameObject[] tileArray, int minimum, int maximum) { //最低値〜最大値+1のランダム回数分だけループ int objectCount = UnityEngine.Random.Range(minimum, maximum + 1); for (int i = 0; i objectCount; i++) { //gridPositionから位置情報を1つ取得 Vector3 randomPosition = RandomPosition(); //引数tileArrayからランダムで1つ選択 GameObject tileChoise = tileArray[UnityEngine.Random.Range(0, tileArray.Length)]; //ランダムで決定した種類・位置でオブジェクトを生成 Instantiate(tileChoise, randomPosition, Quaternion.identity); } } //オブジェクトを配置していくメソッド //このクラス内唯一のpublicメソッド 床を生成するタイミングでGameManagerから呼ばれる public void SetupScene(int level) { //床と外壁を配置し、 BoardSetup(); //敵キャラ・内壁・アイテムを配置できる位置を決定し、 InitialiseList(); //内壁・アイテム・敵キャラをランダムで配置し、 LayoutObjectAtRandom(wallTiles, wallCount.minimum, wallCount.maximum); LayoutObjectAtRandom(foodTiles, foodCount.minimum, foodCount.maximum); //Mathf.Log 対数で計算。level=2なら4、level=3なら8 int enemyCount = (int)Mathf.Log(level, 2f); LayoutObjectAtRandom(enemyTiles, enemyCount, enemyCount); //Exitを7, 7の位置に配置する。 Instantiate(exit, new Vector3(columns - 1, rows - 1, 0F), Quaternion.identity); } } GameManagerのコード using UnityEngine; using System.Collections; public class GameManager MonoBehaviour { public BoardManager boardScript; //テストとしてレベルを3にしておく private int level = 3; //Awake Sceneを移動した時即座に実行される void Awake () { //BoardManager取得 boardScript = GetComponent BoardManager (); InitGame(); } void InitGame () { //BoardManagerのSetupSceneメソッドを実行 boardScript.SetupScene(level); } } GameManagerのコード(シングルトン) using UnityEngine; using System.Collections; public class GameManager MonoBehaviour { //********** 開始 **********// //static変数:シーン間で変数を共有 //ゲーム内でユニークな変数 //オブジェクトに属さずクラスに属す public static GameManager instance = null; //********** 終了 **********// public BoardManager boardScript; private int level = 3; void Awake () { //********** 開始 **********// //ゲーム開始時にGameManagerをinstanceに指定 if (instance == null) { instance = this; //このオブジェクト以外にGameManagerが存在する時 } else if (instance != this) { //このオブジェクトを破壊する Destroy(gameObject); } //シーン遷移時にこのオブジェクトを受け継ぐ DontDestroyOnLoad(gameObject); //********** 終了 **********// boardScript = GetComponent BoardManager (); InitGame(); } void InitGame () { boardScript.SetupScene(level); } } Loaderのコード using UnityEngine; using System.Collections; public class Loader MonoBehaviour { //GameManagerのプレファブを指定 public GameObject gameManager; void Awake () { //GameManagerが存在しない時、GameManagerを作成する if (GameManager.instance == null) { Instantiate (gameManager); } } } MovingObjectのコード CmponentをUnityEngine.Componentに置き換え。 using UnityEngine; using System.Collections; //abstract:継承される側(スーパークラス)に付ける修飾子 public abstract class MovingObject MonoBehaviour { public float moveTime = 0.1f; public LayerMask blockingLayer; private BoxCollider2D boxCollider; private Rigidbody2D rb2D; //moveTimeを計算するのを単純化するための変数 private float inverseMoveTime; //virtual 継承されるメソッドに付ける修飾子 protected virtual void Start() { //BoxCollider2DとRigidbody2Dを何度もGetComponentしなくて済むよう //Startメソッドにてキャッシュしておく boxCollider = GetComponent BoxCollider2D (); rb2D = GetComponent Rigidbody2D (); //デフォルトだと 1f ÷ 0.1f = 10.0f inverseMoveTime = 1f / moveTime; } //移動可能かを判断するメソッド 可能な場合はSmoothMovementへ protected bool Move(int xDir, int yDir, out RaycastHit2D hit) { //現在地を取得 Vector2 start = transform.position; //目的地を取得 Vector2 end = start + new Vector2(xDir, yDir); //自身のColliderを無効にし、Linecastで自分自身を判定しないようにする boxCollider.enabled = false; //現在地と目的地との間にblockingLayerのついたオブジェクトが無いか判定 hit = Physics2D.Linecast(start, end, blockingLayer); //Colliderを有効に戻す boxCollider.enabled = true; //何も無ければSmoothMovementへ遷移し移動処理 if (hit.transform == null) { StartCoroutine(SmoothMovement(end)); //移動が成功したことを伝える return true; } //移動に失敗したことを伝える return false; } //現在地から目的地(引数end)へ移動するためのメソッド protected IEnumerator SmoothMovement(Vector3 end) { //現在地から目的地を引き、2点間の距離を求める(Vector3型) //sqrMagnitudeはベクトルを2乗したあと2点間の距離に変換する(float型) float sqrRemainingDistance = (transform.position - end).sqrMagnitude; //2点間の距離が0になった時、ループを抜ける //Epsilon ほとんど0に近い数値を表す while (sqrRemainingDistance float.Epsilon) { //現在地と移動先の間を1秒間にinverseMoveTime分だけ移動する場合の、 //1フレーム分の移動距離を算出する Vector3 newPosition = Vector3.MoveTowards(rb2D.position, end, inverseMoveTime * Time.deltaTime); //算出した移動距離分、移動する rb2D.MovePosition(newPosition); //現在地が目的地寄りになった結果、sqrRemainDistanceが小さくなる sqrRemainingDistance = (transform.position - end).sqrMagnitude; //1フレーム待ってから、while文の先頭へ戻る yield return null; } } //移動を試みるメソッド //virtual 継承されるメソッドに付ける修飾子 // T :ジェネリック機能 型を決めておかず、後から指定する protected virtual void AttemptMove T (int xDir, int yDir) //ジェネリック用の型引数をComponent型で限定 where T UnityEngine.Component { RaycastHit2D hit; //Moveメソッド実行 戻り値がtrueなら移動成功、falseなら移動失敗 bool canMove = Move(xDir, yDir, out hit); //Moveメソッドで確認した障害物が何も無ければメソッド終了 if (hit.transform == null) { return; } //障害物があった場合、障害物を型引数の型で取得 //型が T で指定したものと違う場合、取得できない T hitComponent = hit.transform.GetComponent T (); //障害物がある場合OnCantMoveを呼び出す if (!canMove hitComponent != null) { OnCantMove(hitComponent); } } //abstract メソッドの中身はこちらでは書かず、サブクラスにて書く // T :AttemptMoveと同じくジェネリック機能 //障害物があり移動ができなかった場合に呼び出される protected abstract void OnCantMove T (T component) where T UnityEngine.Component; } Wallのコード using UnityEngine; using System.Collections; public class Wall MonoBehaviour { public Sprite dmgSprite; //攻撃された時に表示する内壁のスプライト画像 public int hp = 3; //内壁の体力 private SpriteRenderer spriteRenderer; void Awake () { //SpriteRendererをキャッシュしておく spriteRenderer = GetComponent SpriteRenderer (); } //プレイヤーが内壁を攻撃した時に実行されるメソッド //PlayerクラスのOnCantMoveから呼び出し public void DamageWall (int loss) { //public変数で指定しておいた画像を表示 spriteRenderer.sprite = dmgSprite; //体力を引数分だけ減らす hp -= loss; //体力が0以下になった時 if(hp = 0) //内壁を無効にする gameObject.SetActive (false); } } } GameManagerのコード(Player用追記) using UnityEngine; using System.Collections; public class GameManager MonoBehaviour { public static GameManager instance = null; public BoardManager boardScript; //********** 開始 **********// public int playerFoodPoints = 100; //プレイヤーの体力 //HideInInspector public変数だけどInspectorで編集させない //プレイヤーの順番か判定 [HideInInspector] public bool playersTurn = true; //********** 終了 **********// private int level = 3; void Awake () { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); boardScript = GetComponent BoardManager (); InitGame(); } void InitGame () { boardScript.SetupScene(level); } //********** 開始 **********// public void GameOver () { //GameManagerを無効にする enabled = false; } //********** 終了 **********// } Playerのコード using UnityEngine; using System.Collections; //MovingObjectクラスを継承する public class Player MovingObject { public int wallDamage = 1; //壁へのダメージ量 public int pointsPerFood = 10; //フードの回復量 public int pointsPerSoda = 20; //ソーダの回復量 public float restartlevelDelay = 1f; //次レベルへ行く時の時間差 private Animator animator; //PlayerChop, PlayerHit用 private int food; //プレイヤーの体力 //MovingObjectのStartメソッドを継承 baseで呼び出し protected override void Start () { //Animatorをキャッシュしておく animator = GetComponent Animator (); //シングルトンであるGameManagerのplayerFoodPointsを使うことに //よって、レベルを跨いでも値を保持しておける food = GameManager.instance.playerFoodPoints; //MovingObjectのStartメソッド呼び出し base.Start(); } //Playerスクリプトが無効になる前に、体力をGameManagerへ保存 //UnityのAPIメソッド(Unityに標準で用意された機能) private void OnDisable () { GameManager.instance.playerFoodPoints = food; } void Update () { //プレイヤーの順番じゃない時Updateは実行しない if (!GameManager.instance.playersTurn) return; int horizontal = 0; //-1 左移動, 1 右移動 int vertical = 0; //-1 下移動, 1 上移動 horizontal = (int)Input.GetAxisRaw ("Horizontal"); vertical = (int)Input.GetAxisRaw ("Vertical"); //上下もしくは左右に移動を制限 if (horizontal != 0) { vertical = 0; } //上下左右どれかに移動する時 if (horizontal != 0 || vertical != 0) { //Wall ジェネリックパラメーター T に渡す型引数 //Playerの場合はWall以外判定する必要はない AttemptMove Wall (horizontal, vertical); } } protected override void AttemptMove T (int xDir, int yDir) { //移動1回につき1ポイント失う food--; //MovingObjectのAttemptMove呼び出し base.AttemptMove T (xDir, yDir); RaycastHit2D hit; CheckIfGameOver(); //プレイヤーの順番終了 GameManager.instance.playersTurn = false; } //MovingObjectの抽象メソッドのため必ず必要 protected override void OnCantMove T (T component) { //Wall型を定義 Wallスクリプトを表す Wall hitWall = component as Wall; //WallスクリプトのDamageWallメソッド呼び出し hitWall.DamageWall(wallDamage); //Wallに攻撃するアニメーションを実行 animator.SetTrigger("PlayerChop"); } private void OnTriggerEnter2D (Collider2D other) { if (other.tag == "Exit") { //Invoke 引数分遅れてメソッドを実行する Invoke ("Restart", restartlevelDelay); enabled = false; //Playerを無効にする } else if (other.tag == "Food") { //体力を回復しotherオブジェクトを削除 food += pointsPerFood; other.gameObject.SetActive(false); } else if (other.tag == "Soda") { //体力を回復しotherオブジェクトを削除 food += pointsPerSoda; other.gameObject.SetActive(false); } } private void Restart () { //同じシーンを読み込む Application.LoadLevel(Application.loadedLevel); } //敵キャラがプレイヤーを攻撃した時のメソッド public void LoseFood (int loss) { animator.SetTrigger("PlayerHit"); food -= loss; CheckIfGameOver(); } private void CheckIfGameOver () { if (food = 0) { //GameManagerのGameOverメソッド実行 //public staticな変数なのでこのような簡単な形でメソッドを呼び出せる GameManager.instance.GameOver(); } } } Enemyコード using UnityEngine; using System.Collections; //MovingObjectを継承 public class Enemy MovingObject { public int playerDamage; //プレイヤーへのダメージ量 private Animator animator; private Transform target; //プレイヤーの位置情報 private bool skipMove; //敵キャラが動くかどうかの判定 //MovingObjectのStartメソッドを継承 protected override void Start () { //Animatorをキャッシュしておく animator = GetComponent Animator (); //Playerの位置情報を取得 target = GameObject.FindGameObjectWithTag("Player").transform; //MovingObjectのStartメソッド呼び出し base.Start(); } // protected override void AttemptMove T (int xDir, int yDir) { if (skipMove) { skipMove = false; return; } base.AttemptMove T (xDir, yDir); //移動が終了したらtrueにする skipMove = true; } //敵キャラ移動用メソッド GameManagerから呼ばれる public void MoveEnemy () { int xDir = 0; int yDir = 0; //同じカラム(x軸)にいる時 //Mathf.Abs 絶対値をとる。-1なら1となる。 if (Mathf.Abs (target.position.x - transform.position.x) float.Epsilon) { //プレイヤーが上にいれば+1、下に入れば-1する yDir = target.position.y transform.position.y ? 1 -1; } else { //プレイヤーが右にいれば+1、左にいれば-1する xDir = target.position.x transform.position.x ? 1 -1; } //ジェネリック機能 攻撃対象はPlayerのみなので、型引数はPlayer AttemptMove Player (xDir, yDir); } //MovingObjectの抽象メソッドのため必ず必要 protected override void OnCantMove T (T component) { //Playerクラスを取得 Player hitPlayer = component as Player; //PlayerクラスのLoseFoodメソッドを呼び出す 引数はダメージ量 hitPlayer.LoseFood(playerDamage); } } GameManager修正(Enemy用) using UnityEngine; using System.Collections; //********** 開始 **********// using System.Collections.Generic; //Listを使う時に宣言 //********** 終了 **********// public class GameManager MonoBehaviour { //********** 開始 **********// public float turnDelay = .1f; //Enemyの動作時間(0.1秒) //********** 終了 **********// public static GameManager instance = null; public BoardManager boardScript; public int playerFoodPoints = 100; [HideInInspector] public bool playersTurn = true; private int level = 3; //********** 開始 **********// private List Enemy enemies; //Enemyクラスの配列 private bool enemiesMoving; //Enemyのターン中true //********** 終了 **********// void Awake () { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); //********** 開始 **********// //Enemyを格納する配列の作成 enemies = new List Enemy (); //********** 終了 **********// boardScript = GetComponent BoardManager (); InitGame(); } void InitGame () { //********** 開始 **********// enemies.Clear(); //EnemyのList(配列)を初期化 //********** 終了 **********// boardScript.SetupScene(level); } public void GameOver () { enabled = false; } //********** 開始 **********// void Update () { //プレイヤーのターンかEnemyが動いた後ならUpdateしない if (playersTurn || enemiesMoving) { return; } StartCoroutine(MoveEnemies()); } public void AddEnemyToList (Enemy script) { enemies.Add (script); } // IEnumerator MoveEnemies () { enemiesMoving = true; yield return new WaitForSeconds (turnDelay); if (enemies.Count == 0) { yield return new WaitForSeconds (turnDelay); } //Enemyの数だけEnemyスクリプトのMoveEnemyを実行 for (int i = 0; i enemies.Count; i++) { enemies[i].MoveEnemy(); yield return new WaitForSeconds(enemies[i].moveTime); } playersTurn = true; enemiesMoving = false; } //********** 終了 **********// } Enemyコードに加筆 using UnityEngine; using System.Collections; public class Enemy MovingObject { public int playerDamage; private Animator animator; private Transform target; private bool skipMove; protected override void Start () { //********** 開始 **********// //GameManagerスクリプトのEnemyの配列に格納 GameManager.instance.AddEnemyToList(this); //********** 終了 **********// animator = GetComponent Animator (); target = GameObject.FindGameObjectWithTag("Player").transform; base.Start(); } protected override void AttemptMove T (int xDir, int yDir) { if (skipMove) { skipMove = false; return; } base.AttemptMove T (xDir, yDir); skipMove = true; } public void MoveEnemy () { int xDir = 0; int yDir = 0; if (Mathf.Abs (target.position.x - transform.position.x) float.Epsilon) { yDir = target.position.y transform.position.y ? 1 -1; } else { xDir = target.position.x transform.position.x ? 1 -1; } AttemptMove Player (xDir, yDir); } protected override void OnCantMove T (T component) { Player hitPlayer = component as Player; //********** 開始 **********// animator.SetTrigger("enemyAttack"); //攻撃アニメーション実行 //********** 終了 **********// hitPlayer.LoseFood(playerDamage); } } GameManagerの修正 using UnityEngine; using System.Collections; using System.Collections.Generic; //********** 開始 **********// using UnityEngine.UI; //UI用に宣言 //********** 終了 **********// public class GameManager MonoBehaviour { //********** 開始 **********// public float levelStartDelay = 2f; //レベル表示画面で2秒待つ //********** 終了 **********// public float turnDelay = .1f; public static GameManager instance = null; public BoardManager boardScript; public int playerFoodPoints = 100; [HideInInspector] public bool playersTurn = true; //********** 開始 **********// private Text levelText; //レベルテキスト private GameObject levelImage; //レベルイメージ private int level = 1; //レベルは1にしておく private bool doingSetup; //levelImageの表示等で活用 //********** 終了 **********// private List Enemy enemies; private bool enemiesMoving; void Awake () { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); enemies = new List Enemy (); boardScript = GetComponent BoardManager (); InitGame(); } //********** 開始 **********// //UnityのAPIで、Sceneが呼ばれる度に実行されるメソッド private void OnLevelWasLoaded (int index) { level++; //レベルを1プラスする InitGame(); } //********** 終了 **********// void InitGame () { //********** 開始 **********// //trueの間、プレイヤーは身動きを取れない doingSetup = true; //LevelImageオブジェクト・LevelTextオブジェクトの取得 levelImage = GameObject.Find("LevelImage"); levelText = GameObject.Find("LevelText").GetComponent Text (); levelText.text = "Day " + level; //最新のレベルに更新 levelImage.SetActive(true); //LebelImageをアクティブにし表示 Invoke ("HideLevelImage", levelStartDelay); //2秒後にメソッド呼び出し //********** 終了 **********// enemies.Clear(); boardScript.SetupScene(level); } //********** 開始 **********// private void HideLevelImage () { levelImage.SetActive(false); //LevelImage非アクティブ化 doingSetup = false; //プレイヤーが動けるようになる } //********** 終了 **********// public void GameOver () { //********** 開始 **********// //ゲームオーバーメッセージを表示 levelText.text = "After " + level + " days, you starved."; levelImage.SetActive(true); //********** 終了 **********// enabled = false; } void Update () { //********** 開始 **********// //doingSetup=trueの時はEnemyを動かさない if (playersTurn || enemiesMoving || doingSetup) { //********** 終了 **********// return; } StartCoroutine(MoveEnemies()); } public void AddEnemyToList (Enemy script) { enemies.Add (script); } IEnumerator MoveEnemies () { enemiesMoving = true; yield return new WaitForSeconds (turnDelay); if (enemies.Count == 0) { yield return new WaitForSeconds (turnDelay); } for (int i = 0; i enemies.Count; i++) { enemies[i].MoveEnemy(); yield return new WaitForSeconds(enemies[i].moveTime); } playersTurn = true; enemiesMoving = false; } } Playerの修正 using UnityEngine; using System.Collections; //********** 開始 **********// using UnityEngine.UI; //********** 終了 **********// public class Player MovingObject { public int wallDamage = 1; public int pointsPerFood = 10; public int pointsPerSoda = 20; public float restartlevelDelay = 1f; //********** 開始 **********// public Text foodText; //FoodText //********** 終了 **********// private Animator animator; private int food; protected override void Start () { animator = GetComponent Animator (); food = GameManager.instance.playerFoodPoints; //********** 開始 **********// foodText.text = "Food " + food; //********** 終了 **********// base.Start(); } private void OnDisable () { GameManager.instance.playerFoodPoints = food; } void Update () { if (!GameManager.instance.playersTurn) return; int horizontal = 0; int vertical = 0; horizontal = (int)Input.GetAxisRaw ("Horizontal"); vertical = (int)Input.GetAxisRaw ("Vertical"); if (horizontal != 0) { vertical = 0; } if (horizontal != 0 || vertical != 0) { AttemptMove Wall (horizontal, vertical); } } protected override void AttemptMove T (int xDir, int yDir) { food--; //********** 開始 **********// foodText.text = "Food " + food; //********** 終了 **********// base.AttemptMove T (xDir, yDir); RaycastHit2D hit; CheckIfGameOver(); GameManager.instance.playersTurn = false; } protected override void OnCantMove T (T component) { Wall hitWall = component as Wall; hitWall.DamageWall(wallDamage); animator.SetTrigger("PlayerChop"); } private void OnTriggerEnter2D (Collider2D other) { if (other.tag == "Exit") { Invoke ("Restart", restartlevelDelay); enabled = false; } else if (other.tag == "Food") { food += pointsPerFood; //********** 開始 **********// foodText.text = "+" + pointsPerFood + " Food " + food; //********** 終了 **********// other.gameObject.SetActive(false); } else if (other.tag == "Soda") { food += pointsPerSoda; //********** 開始 **********// foodText.text = "+" + pointsPerSoda + " Food " + food; //********** 終了 **********// other.gameObject.SetActive(false); } } private void Restart () { Application.LoadLevel(Application.loadedLevel); } public void LoseFood (int loss) { animator.SetTrigger("PlayerHit"); food -= loss; //********** 開始 **********// foodText.text = "-" + loss + " Food " + food; //********** 終了 **********// CheckIfGameOver(); } private void CheckIfGameOver () { if (food = 0) { GameManager.instance.GameOver(); } } }
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