ã€ã³ã¹ãã¬ãŒã·ã§ã³ãæ±ããŠå€ç¬ãªéææ¥ã®å€ã«ãããªãã¯ããã°ã©ãã³ã°ã®é¢ã§ããªãã®éå»ã®åå©ãæãåºãããšã«ããŸãã å€ãããŒããã©ã€ãããã®ã¢ãŒã«ã€ãããã£ãããšéããããã«èŒãããé ãæä»£ã®ã³ãŒãã衚瀺ãããŸã...
ãããã ããã¯ãããªããæåŸ
ãããã®ã§ã¯ãããŸããã ãã¹ãŠããšãŠãæªãã£ãã®ã¯æ¬åœã§ããïŒ ãªã誰ãããªãã«èšã£ãŠããªãã®ã§ããïŒ ã©ãããã°ããã«å°éã§ããŸããïŒ åäžã®é¢æ°ã§éåžžã«å€ãã®éèŠãªã¹ããŒãã¡ã³ã-ããã¯ãŸã£ããåæ³ã§ããïŒ ãããžã§ã¯ããæ¥ãã§éããŸãã å°ãã®éããã¡ã€ã«ãšããŒããã©ã€ãã®ãã¹ãŠã®ã³ã³ãã³ããåæã«åé€ããããšæãããŸãã

以äžã«ãç§èªèº«ã®éå»ã®æ
ããåŠãã æèšãæçãªäŸãèŠåã®ã³ã¬ã¯ã·ã§ã³ã瀺ããŸãã å 害è
ãæŽé²ããããã«ããã¹ãŠã®ååã¯å€æŽãããŠããŸããã
2004
ç§ã¯13æ³ã§ããã ã
ã¬ããã ãŒã³ ããšé¡ããããã®ãããžã§ã¯ãã¯ãéåžžã«éå¿çãªäžäººç§°ã®ç©ºäžæŠã²ãŒã ã§ããã ã
Javaã§ã²ãŒã ãéçºãã ããšããæ¬ããã·ã³ãã«ã«ã·ã³ãã«ãã³ããŒããªãã£ããããã®å°æ°ã®ã³ãŒããã©ã°ã¡ã³ãã¯æ®å¿µã§ããã ç¹å®ã®äŸãèŠãŠã¿ãŸãããã
ç§ã¯ãã¬ã€ã€ãŒã«æŠåšã®ããã€ãã®ãªãã·ã§ã³ãšéžæããèœåãæããããã£ãã èšç»ã§ã¯ãããã¯ãã¹ãŠãã®ããã«èŠããŸãããæŠåšã¢ãã«ãäžã«ç§»åãããã¬ã€ã€ãŒã®ã¢ãã«å
ã§ã次ã®ã¢ãã«ã«çœ®ãæããããŸãã ãããã¢ãã¡ãŒã·ã§ã³ã³ãŒãã§ãã æ·±ãã¯ãããªãæ¹ãããã
public void updateAnimation(long eTime) { if(group.getGroup("gun") == null) { group.addGroup((PolygonGroup)gun.clone()); } changeTime -= eTime; if(changing && changeTime <= 0) { group.removeGroup("gun"); group.addGroup((PolygonGroup)gun.clone()); weaponGroup = group.getGroup("gun"); weaponGroup.xform.velocityAngleX.set(.003f, 250); changing = false; } }
ããã€ãã®è峿·±ãäºå®ã«æ³šç®ããããšæããŸãã æåã«ãããã«ãã倿°ã®æ°ãè©äŸ¡ããŸãã
- changeTime
- å€ãã
- weaponGroup
- weaponGroup.xform.velocityAngleX
ããããããããã¹ãŠã§ãäœããæ¬ ããŠããããã«èŠããŸãã...ãããã¯ãããŸã 䜿çšãããŠããæŠåšã远跡ãã倿°ãå¿
èŠã§ãã ãããŠãã¡ãããããã«ã¯å¥ã®ãã¡ã€ã«ãå¿
èŠã§ãã
ãããŠãã1ã€ïŒæçµçã«ãè€æ°ã®æŠåšã¢ãã«ãäœæããã€ããã¯ãããŸããã§ããã ã€ãŸãããããã®ã¿ã€ãã®ããããã«åãã¢ãã«ã䜿çšãããŸããã ãã®ãã¹ãŠã®ã³ãŒãã䜿çšããããšã¯ãŸã£ãããããŸããã§ããã
ä¿®æ£æ¹æ³
äžèŠãªå€æ°ãåé€ããŸãã ãã®å ŽåãæŠåšã®ç¶æ
ã¯ãweaponSwitchTimerãšweaponCurrentã®2ã€ã ãã§èª¬æã§ããŸãã ä»ã®ãã¹ãŠã®æ
å ±ã¯ãããããæœåºã§ããŸãã
å¯èœãªãã¹ãŠãæç€ºçã«åæåããŸãã ãã®é¢æ°ã¯ãæŠåšããã«ãã©ããã確èªããå¿
èŠã«å¿ããŠåæåããã»ã¹ãéå§ããŸãã å°ãªããšã30ç§éèããåŸããã®ã²ãŒã ã§ã¯ãŠãŒã¶ãŒãåžžã«äœããã®æŠåšãæã£ãŠããããšãããããŸãããããã§ãªãå Žåã¯ããã¬ã€ããããšã¯åã«äžå¯èœã§ãããæç¢ºãªè¯å¿ããã£ãŠãããã°ã©ã å
šäœããã€ã³ãããããšãå¯èœã§ãã
æããã«ãããæç¹ã§ãã®é¢æ°ã§NullPointerExceptionã«ééããŸãããããããã©ãããæ¥ãã®ãè¿·ã代ããã«ãããã«nullã®ãã§ãã¯ãçµäºããŸããã
ã€ãã·ã¢ãããåããèªåã§æ±ºå®ãäžããŠãã ããïŒ ã³ã³ãã¥ãŒã¿ãŒã«èªåã§çè§£ãããªãã§ãã ããã
ãåå
boolean noenemies = true;
åŠå®ã䜿çšããã«ããŒã«åã®å€æ°ã«ååãä»ããŸãã ã³ãŒãã«äŒŒããããªãã®ãæžãããã人çãžã®ã¢ãããŒããåèããæãæ¥ãŸããã
if (!noenemies) {
ãšã©ãŒåŠç
åæ§ã®ããšãã³ãŒãã§åžžã«åºããããŸãïŒ
static { try { gun = Resources.parseModel("images/gun.txt"); } catch (FileNotFoundException e) {}
ããªãã¯ããããä»èããŠããŸãïŒãç§ãã¡ã¯äœããã®åœ¢ã§ãã®ééãããã£ãšåªé
ã«åŠçããªããã°ãªããŸããïŒ å°ãªããšãããŠãŒã¶ãŒãžã®ã¡ãã»ãŒãžãªã©ã衚瀺ããŸããã ããããç§ã¯æ£çŽã«å察ã®èŠæ¹ãåºå®ããŠããŸãã
ãšã©ãŒããªããããšã¯æ±ºããŠäœèšãªããšã§ã¯ãããŸããããåŠçã¯ç°¡åã«ããçŽãããšãã§ããŸãã ãã®å ŽåãæŠåšã¢ãã«ãªãã§ãã¬ã€ããããšã¯ãŸã äžå¯èœãªã®ã§ãã²ãŒã ãã¯ã©ãã·ã¥ãããããšãã§ããŸãã ãããæããã«çµ¶æçã§ãããªãã°ãå°å³ããå°å³ããæãåºãããšããªãã§ãã ããã
ããã«ãäžèšã«æ»ã£ãŠãããã§ã¯ãä¿®æ£å¯èœãšèŠãªããããšã©ãŒãšããã§ãªããšã©ãŒãåå¥ã«æ±ºå®ããå¿
èŠããããŸãã æ®å¿µãªããšã«ãJavaã®ã»ãšãã©ãã¹ãŠã®ãšã©ãŒã¯ä¿®æ£å¯èœã§ãªããã°ãªããªããšSunã¯èããŠããããã®çµæãé
å»¶åŠçã®ã±ãŒã¹ããããŸã-ãããã®1ã€ã¯äžèšã§äžããããŠããŸãã
2005-2006
ãã®æç¹ã§ãç§ã¯ãã§ã«C ++ãšDirectXãç¿åŸããŠããŸããã åå©çšå¯èœãªãšã³ãžã³ãäœæããŠã人é¡ã14幎éã®é·ã人çã«ããã£ãŠèç©ããŠããç¥æµãšçµéšã®è²¯èµåº«ã«å©çãããããããšãã§ããããã«ããããšã«ããŸããã
æåã®äºåç·šã¯èŠãã®ãèŠããã£ããšæããŸããïŒ
ããªãã¯ãŸã äœãèŠãŠããŸãã ã
åœæãç§ã¯ãªããžã§ã¯ãæåããã°ã©ãã³ã°ãã¯ãŒã«ã§ããããšããã§ã«ç¥ã£ãŠããŸããã ãã®ç¥èã¯ããã®çš®ã®ææã«ã€ãªãããŸããã
class Mesh { public: static std::list<Mesh*> meshes;
ããã«ãã³ã¡ã³ãã¯ã¯ãŒã«ã§ããããšãããããæ¬¡ã®ãããªããšãããæ®ãããã«ãªããŸããã
D3DXVECTOR3 GetCenter();
ãã ãããã®ã¯ã©ã¹ã«ã¯ããã«æ·±å»ãªåé¡ããããŸãã ã¡ãã·ã¥ã³ã³ã»ããã¯ãæŒ ç¶ãšããæœè±¡åã®äžçš®ã§ãããçŸå®ã®ãã®ãšåçã®ãã®ãéžæããããšã¯ã§ããŸããã ç§ããããæžãããšãã§ãããç§ã¯äœãçè§£ããŠããŸããã§ããã ããã¯äœã§ãã-é ç¹ãã€ã³ããã¯ã¹ããã®ä»ã®ããŒã¿ãå«ãã³ã³ããã§ããïŒ ããŒã¿ããã£ã¹ã¯ã«ããŒãããã³ã¢ã³ããŒããããªãœãŒã¹ãããŒãžã£ãŒã§ããïŒ GPUã«ããŒã¿ãéä¿¡ããã¬ã³ããªã³ã°ããŒã«ã§ããïŒ äžåºŠã«ã
ä¿®æ£æ¹æ³
Meshã¯ã©ã¹ã¯åçŽãªããŒã¿æ§é ã§ãªããã°ãªããŸããã ã¹ããŒãã¿ã€ãã䜿çšããªãã§ãã ããã ãããŠãããã¯ç©ãããªéã§ãã¹ãŠã®ã²ãã¿ãŒãšã»ãã¿ãŒãæšãŠãŠããã¹ãŠã®ãã£ãŒã«ããå
¬éã§ããããšãæå³ããŸãã
ããã«ããªãœãŒã¹ç®¡çãšã¬ã³ããªã³ã°ããäžæŽ»æ§ããŒã¿ã§åäœããåå¥ã®ã·ã¹ãã ã«åé¢ããããšãå¯èœã§ãã ã¯ããããã¯ã·ã¹ãã ã§ããããªããžã§ã¯ãã§ã¯ãããŸããã å¥ã®ã¿ã€ãã®æœè±¡åã®æ¹ãããŸãããå Žåã¯ãååé¡ããªããžã§ã¯ãæåã®æœè±¡åã«åãããããšããªãã§ãã ããã
ã³ã¡ã³ããä¿®æ£ããæã確å®ãªæ¹æ³ã¯ãååãšããŠã³ã¡ã³ããåé€ããããšã§ãã ã³ã¡ã³ãã¯ããã«ç¡é¢ä¿ãªãã¯ã€ããã€ãºã«ãªããŸãããããã¯çŽããããã ãã§ã-ã³ã³ãã€ã©ã¯ãšã«ããããããèŠãŸããã ã³ã¡ã³ãã¯ã次ã®ã°ã«ãŒãã®ããããã«å±ããªãéãç Žæ£ãããã¹ãã ãšäž»åŒµããŸãã
- ãäœïŒãã§ã¯ãªãããªãïŒããšãã質åã«çããã³ã¡ã³ãã ãããã¯æãæçšã§ãã
- ã³ã¡ã³ãã¯ãåŸã«ç¶ã巚倧ãªã³ãŒããäœæããçç±ãç°¡åã«èª¬æããŠããŸãã ãããã¯ãèªæžãšããã²ãŒã·ã§ã³ã容æã«ããŸãã
- åãã£ãŒã«ãã®å
容ã説æããããŒã¿æ§é 宣èšã®ã³ã¡ã³ãã å€ãã®å Žåããããã¯äžèŠã§ãããå Žåã«ãã£ãŠã¯ãæ§é ãã¡ã¢ãªå
ã§ã©ã®ããã«é
眮ãããŠããããçŽèгçã«æç¢ºã§ã¯ãªããããåæ§ã®èª¬æã䌎ãã³ã¡ã³ããå¿
èŠã§ãã
2007-2008
ç§ã¯ããããPHPã®æé»æä»£ããšåŒãã§ããŸãã
2009-2010
ç§ã¯ãã§ã«å€§åŠã«ããŸãã ç§ã¯ãAcquireãAttackãAsplodeãPwnãšããPythonã®ãµãŒãããŒãœã³ãã«ããã¬ã€ã€ãŒã·ã¥ãŒãã£ã³ã°ã²ãŒã ã«åãçµãã§ããŸãã ç§ã®åŒè·ã§ã¯äœãèšããŸããã ããã«æ¥ããããããšã«ãèäœæš©äŸµå®³ã®åŸéºçããããŸãã
ãã®ã²ãŒã ãæžãããšããã°ããŒãã«å€æ°ã¯æªã§ãããšæããŸããã ã³ãŒããããã·ã¥ã«å€æããŸãã ãããã¯ãã°ããŒãã«ãªç¶æ
ã倿Žããæ©èœAããæ©èœBãšã¯é¢ä¿ãªããæ©èœBãç Žã/éåããããšãèš±å¯ããŸãã ã¹ã¬ããã§ã¯æ©èœããŸããã
ãã ããã»ãŒãã¹ãŠã®ã²ãŒã ãã¬ã€ã³ãŒãã¯ãå
šäœãšããŠã¯ãŒã«ããããªãã¯ã¹ã®ç¶æ
ã«ã¢ã¯ã»ã¹ããå¿
èŠããããŸãã ãã®ãªããžã§ã¯ãã«ãã¹ãŠãä¿åãããããå颿°ã«æž¡ãããšã§ããã®åé¡ãã解決ãããŸããã ã°ããŒãã«å€æ°ã¯ãããŸããïŒ çè«çã«ã¯è€æ°ã®èªåŸçãªäžçãããªãã¯ã¹ãåæã«å®è¡ããããšãå¯èœã§ããããšã倿ãããããç§ã«ã¯çŽ æŽãããã¢ã€ãã¢ããã£ãããã«æããŸããã
å®éãäžçã¯å®éãäžççå°äœã®ã³ã³ããã§ããã ãã¡ãããããã€ãã®äžçã®æŠå¿µã¯å®å
šã«ç¡æå³ã§ããã誰ãããããã¹ãããããšã¯ãããŸããã§ããããããŠããããçå£ã«ãªãã¡ã¯ã¿ãªã³ã°ãããå Žåã«ã®ã¿æ©èœãããšæããŸãã
ã°ããŒãã«å€æ°ã®æµå¯ŸæŽŸã«å
¥ã£ã人ã¯ãèªå·±æ¬ºofã®åµé çãªæ¹æ³ã®å
šäžçãçºèŠããŸãã ãããã®ææªã¯ã·ã³ã°ã«ãã³ã§ãã
class Thing { static Thing i = null; public static Thing Instance() { if (i == null) i = new Thing(); return i; } } Thing thing = Thing.Instance();
ã¬ãã¬ãã®ããŒã ïŒ ç®ã«èŠããåäžã®ã°ããŒãã«å€æ°ã§ã¯ãããŸããïŒ ãããã1ã€ã®ãããããããããŸããã·ã³ã°ã«ãã³ã¯ã次ã®çç±ã§ã¯ããã«æªãã§ãã
- ã°ããŒãã«å€æ°ã®æœåšçãªåŒ±ç¹ã¯ãã¹ãŠããã«æ®ããŸãã ã·ã³ã°ã«ãã³ãã°ããŒãã«ã§ã¯ãªããšæãå Žåã¯ãèªåã«åãã€ãã®ããããŠãã ããã
- æè¯ã®å Žåãã·ã³ã°ã«ãã³ã¯ãªãœãŒã¹ãéäžçã«äœ¿çšããå岿Œç®åãããã°ã©ã ã«è¿œå ããŸãã ææªã®å Žåãå®å
šãªé¢æ°åŒã³åºãã§ãã
- ããã°ã©ã ãéå§ãããŸã§ããã€ã·ã³ã°ã«ãã³ãåæåããããã¯ããããŸããã ããã¯ãæ zyãªããã°ã©ããèšè𿮵éã§äœãèšç»ãã¹ãããã·ã¹ãã ã«æ±ºå®ãããæ¹æ³ã®å¥ã®äŸã§ãã
ä¿®æ£æ¹æ³
äœããã°ããŒãã«ã§ãªããã°ãªããªãå ŽåãããããããŠãã ããã ãã®æ±ºå®ãè¡ããšãã¯ããããžã§ã¯ãå
šäœã«ã©ã®ããã«åœ±é¿ããããæ€èšããŠãã ããã çµéšãããã°ãããã¯ç°¡åã«ãªããŸãã
å®éãåé¡ã¯ã³ãŒãã®çžäºäŸåæ§ã§ãã ã°ããŒãã«å€æ°ã¯ãç°çš®ã®ã³ãŒãã®éã«èŠããªãäŸåé¢ä¿ãããããå¯èœæ§ããããŸãã ãããã®ç®ã«èŠããªãäŸåé¢ä¿ãæå°éã«æããããã«ãé¢é£ããã³ãŒããäžè²«ããã·ã¹ãã ã«ã°ã«ãŒãåããŸãã ãããå®çŸããè¯ãæ¹æ³ã¯ã1ã€ã®ã·ã¹ãã ã«é¢é£ãããã¹ãŠãåäžã®ã¹ããªãŒã ã«ãã³ãããæ®ãã®ã³ãŒãã«ã¡ãã»ãŒãžãä»ããŠå¯Ÿè©±ãããããšã§ãã
ããŒã«åãã©ã¡ãŒã¿ãŒ
class ObjectEntity: def delete(self, killed, local):
ãããããæ¬¡ã®ãããªã³ãŒããæžãå¿
èŠããããŸããã
class ObjectEntity: def delete(self, killed, local):
ããã§ã¯ãäºãã«éåžžã«äŒŒãŠãã4ã€ã®åå¥ã®å逿äœããããŸãããã¹ãŠã®å°ããªéãã¯ãããŒã«åã®2ã€ã®ãã©ã¡ãŒã¿ãŒã«é¢é£ä»ããããŠããŸãã ãã¹ãŠãè«ççãªããã§ãã æ¬¡ã«ããã®é¢æ°ãåŒã³åºãã¯ã©ã€ã¢ã³ãã³ãŒããèŠãŠã¿ãŸãããã
obj.delete(True, False)
ããã¯éåžžã«èªã¿ãããããã«èŠããŸãããïŒ
ä¿®æ£æ¹æ³
ããã§ã¯ãç¹å®ã®ã±ãŒã¹ãèŠãå¿
èŠããããŸãã ãããã
Casey Muratoriããåžžã«é¢é£ããã¢ããã€ã¹ã1ã€ãããŸããããã¯ãã¯ã©ã€ã¢ã³ãã³ãŒãããå§ããããšã§ãã ç§ã¯åœŒã®å¿ã®äžã«ãäžèšã®ãããªã¯ã©ã€ã¢ã³ãã³ãŒããæžã人ã¯ããªããšç¢ºä¿¡ããŠããŸãã ããããåœŒã¯æ¬¡ã®ããã«æžãã§ãããïŒ
obj.killLocal()
ãããŠãkillLocalïŒïŒé¢æ°ã®å®è£
ãç»é²ããŸãã
ãåå
ç§ããããªã«ååãããã·ã¥ããã®ã¯å¥åŠã«æãããããããŸããããå€ããžã§ãŒã¯ãèšãããã«ãããã¯2ã€ã®æªè§£æ±ºã®ããã°ã©ãã³ã°åé¡ã®1ã€ã§ãïŒ2ã€ç®ã¯ãã£ãã·ã¥ã®ç¡å¹åãšãŠããããšã©ãŒã§ãïŒã
ãããã®æ©èœãããèŠãŠãã ããã
class TeamEntityController(Controller): def buildSpawnPacket(self):
æåŸã®2ã€ãšåæ§ã«ãæåã®2ã€ã®æ©èœãçžäºæ¥ç¶ãããŠããããšã¯æããã§ãã ãããã圌ãã®ååã¯ãã®äºå®ã瀺ããŠããŸããã IDEã§selfãšå
¥åãå§ãããšããããã®é¢æ°ã¯ãªãŒãã³ã³ããªãŒãã¡ãã¥ãŒã«æ¬¡ã
ãšè¡šç€ºãããŸããã
ãããã£ãŠãååã¯äžè¬åã§å§ãŸããå人åã§çµããããšããå§ãããŸãã ãã®ããã«ïŒ
class TeamEntityController(Controller): def packetSpawnBuild(self):
ãã®ã³ãŒãã䜿çšãããšããªãŒãã³ã³ããªãŒãã¡ãã¥ãŒã¯ããè«ççã«ãªããŸãã
2010-2015
çŽ12幎éã®ä»äº-
ãããŠç§ã¯ã²ãŒã ãçµããŸãã ã ç§ã¯ãã®éçšã§å€ãã®ããšãåŠã³ãŸããããæçµçã§ã¯ãæ·±å»ãªãã³ã¯ããŸã ç¶ããŠããŸãã
ããŒã¿ãã€ã³ãã£ã³ã°
åœæãMicrosoftã®MVVMãGoogleã®Angularãªã©ã®ãªã¢ã¯ãã£ãUIãã¬ãŒã ã¯ãŒã¯ã®ç±ã¯ãŸã å§ãŸã£ãã°ããã§ããã çŸåšãåæ§ã®ããã°ã©ãã³ã°ã¹ã¿ã€ã«ãäž»ã«Reactã«ä¿æãããŠããŸãã
ãããã®ãã¬ãŒã ã¯ãŒã¯ã¯ãã¹ãŠåãããã«æ©èœããŸãã HTMLã®ããã¹ãããã¯ã¹ã空ã®èŠçŽ ãããã³ãããã坿¥ã«ãªã³ã¯ãã1è¡ã®ã³ãŒãã衚瀺ãããŸãã ãã£ãŒã«ãã«ããã¹ããå
¥åããŸã-ãããŠåºæ¥äžããïŒ éæ³ã®ããã«æŽæ°ãããŸããã
ã²ãŒã ã®ã³ã³ããã¹ãã§ã¯ã次ã®ããã«ãªããŸãã
public class Player { public Property<string> Name = new Property<string> { Value = "Ryu" }; } public class TextElement : UIComponent { public Property<string> Text = new Property<string> { Value = "" }; } label.add(new Binding<string>(label.Text, player.Name));
ãã¬ãŒã€ãŒã®ååãå
¥åãããšãã€ã³ã¿ãŒãã§ã€ã¹ãèªåçã«æŽæ°ãããããã«ãªããŸããïŒ ã€ã³ã¿ãŒãã§ã€ã¹ãšã²ãŒã ã³ãŒãã¯ãäºãã«å®å
šã«ç¬ç«ãããããšãã§ããŸãã ããã¯é
åçã§ããã€ã³ã¿ãŒãã§ã€ã¹ã®ç¶æ
ãåãé€ããã²ãŒã ã®ç¶æ
ããåé€ããŸãã
ããããããã€ãã®éªéãªéããããŸããã ã²ãŒã å
ã®ãã¹ãŠã®ãã£ãŒã«ãããå€ãã®äŸåé¢ä¿ãå«ãããããã£ãªããžã§ã¯ãã«å€æããå¿
èŠããããŸããã
public class Property<Type> : IProperty { protected Type _value; protected List<IPropertyBinding> bindings; public Type Value { get { return this._value; } set { this._value = value; for (int i = this.bindings.Count - 1; i >= 0; i = Math.Min(this.bindings.Count - 1, i - 1)) this.bindings[i].OnChanged(this); } } }
絶察ã«ãæåŸã®ããŒã«å€ãŸã§ã®ãã¹ãŠã®ãã£ãŒã«ãã«ãããã°ãåçé
åãå²ãåœãŠãããŸããã
ããããã£ã®å€æŽã«é¢ããé¢é£ããŒã¿ãéç¥ãããµã€ã¯ã«ãèŠãŠãã ãããããããã°ããã®ãããªãã©ãã€ã ã«ããç§ãã©ããªåé¡ã«ééããããããã«çè§£ã§ããŸãã ãã€ã³ãã£ã³ã°ã¯ã€ã³ã¿ãŒãã§ãŒã¹èŠçŽ ã远å ãŸãã¯åé€ã§ããããããªã¹ãå
ã®å€æŽã«ã€ãªãããããé¢é£ããŒã¿ã®ãªã¹ããéã®é åºã§ç¹°ãè¿ãå¿
èŠããããŸãã
ããã«ãããããããç§ã¯ãã®äžã«ã²ãŒã å
šäœãæ§ç¯ããã»ã©ããŒã¿ãã€ã³ãã£ã³ã°ã«æã¿èŸŒãã§ããã ãªããžã§ã¯ããã³ã³ããŒãã³ãã«åå²ãããããã®ããããã£ãé¢é£ä»ããŸããã ç¶æ³ã¯å¶åŸ¡äžèœã«ãªãå§ããŸããã
jump.Add(new Binding<bool>(jump.Crouched, player.Character.Crouched)); jump.Add(new TwoWayBinding<bool>(player.Character.IsSupported, jump.IsSupported)); jump.Add(new TwoWayBinding<bool>(player.Character.HasTraction, jump.HasTraction)); jump.Add(new TwoWayBinding<Vector3>(player.Character.LinearVelocity, jump.LinearVelocity)); jump.Add(new TwoWayBinding<BEPUphysics.Entities.Entity>(jump.SupportEntity, player.Character.SupportEntity)); jump.Add(new TwoWayBinding<Vector3>(jump.SupportVelocity, player.Character.SupportVelocity)); jump.Add(new Binding<Vector2>(jump.AbsoluteMovementDirection, player.Character.MovementDirection)); jump.Add(new Binding<WallRun.State>(jump.WallRunState, wallRun.CurrentState)); jump.Add(new Binding<float>(jump.Rotation, rotation.Rotation)); jump.Add(new Binding<Vector3>(jump.Position, transform.Position)); jump.Add(new Binding<Vector3>(jump.FloorPosition, floor)); jump.Add(new Binding<float>(jump.MaxSpeed, player.Character.MaxSpeed)); jump.Add(new Binding<float>(jump.JumpSpeed, player.Character.JumpSpeed)); jump.Add(new Binding<float>(jump.Mass, player.Character.Mass)); jump.Add(new Binding<float>(jump.LastRollKickEnded, rollKickSlide.LastRollKickEnded)); jump.Add(new Binding<Voxel>(jump.WallRunMap, wallRun.WallRunVoxel)); jump.Add(new Binding<Direction>(jump.WallDirection, wallRun.WallDirection)); jump.Add(new CommandBinding<Voxel, Voxel.Coord, Direction>(jump.WalkedOn, footsteps.WalkedOn)); jump.Add(new CommandBinding(jump.DeactivateWallRun, (Action)wallRun.Deactivate)); jump.FallDamage = fallDamage; jump.Predictor = predictor; jump.Bind(model); jump.Add(new TwoWayBinding<Voxel>(wallRun.LastWallRunMap, jump.LastWallRunMap)); jump.Add(new TwoWayBinding<Direction>(wallRun.LastWallDirection, jump.LastWallDirection)); jump.Add(new TwoWayBinding<bool>(rollKickSlide.CanKick, jump.CanKick)); jump.Add(new TwoWayBinding<float>(player.Character.LastSupportedSpeed, jump.LastSupportedSpeed)); wallRun.Add(new Binding<bool>(wallRun.IsSwimming, player.Character.IsSwimming)); wallRun.Add(new TwoWayBinding<Vector3>(player.Character.LinearVelocity, wallRun.LinearVelocity)); wallRun.Add(new TwoWayBinding<Vector3>(transform.Position, wallRun.Position)); wallRun.Add(new TwoWayBinding<bool>(player.Character.IsSupported, wallRun.IsSupported)); wallRun.Add(new CommandBinding(wallRun.LockRotation, (Action)rotation.Lock)); wallRun.Add(new CommandBinding<float>(wallRun.UpdateLockedRotation, rotation.UpdateLockedRotation)); vault.Add(new CommandBinding(wallRun.Vault, delegate() { vault.Go(true); })); wallRun.Predictor = predictor; wallRun.Add(new Binding<float>(wallRun.Height, player.Character.Height)); wallRun.Add(new Binding<float>(wallRun.JumpSpeed, player.Character.JumpSpeed)); wallRun.Add(new Binding<float>(wallRun.MaxSpeed, player.Character.MaxSpeed)); wallRun.Add(new TwoWayBinding<float>(rotation.Rotation, wallRun.Rotation)); wallRun.Add(new TwoWayBinding<bool>(player.Character.AllowUncrouch, wallRun.AllowUncrouch)); wallRun.Add(new TwoWayBinding<bool>(player.Character.HasTraction, wallRun.HasTraction)); wallRun.Add(new Binding<float>(wallRun.LastWallJump, jump.LastWallJump)); wallRun.Add(new Binding<float>(player.Character.LastSupportedSpeed, wallRun.LastSupportedSpeed)); player.Add(new Binding<WallRun.State>(player.Character.WallRunState, wallRun.CurrentState)); input.Bind(rollKickSlide.RollKickButton, settings.RollKick); rollKickSlide.Add(new Binding<bool>(rollKickSlide.EnableCrouch, player.EnableCrouch)); rollKickSlide.Add(new Binding<float>(rollKickSlide.Rotation, rotation.Rotation)); rollKickSlide.Add(new Binding<bool>(rollKickSlide.IsSwimming, player.Character.IsSwimming)); rollKickSlide.Add(new Binding<bool>(rollKickSlide.IsSupported, player.Character.IsSupported)); rollKickSlide.Add(new Binding<Vector3>(rollKickSlide.FloorPosition, floor)); rollKickSlide.Add(new Binding<float>(rollKickSlide.Height, player.Character.Height)); rollKickSlide.Add(new Binding<float>(rollKickSlide.MaxSpeed, player.Character.MaxSpeed)); rollKickSlide.Add(new Binding<float>(rollKickSlide.JumpSpeed, player.Character.JumpSpeed)); rollKickSlide.Add(new Binding<Vector3>(rollKickSlide.SupportVelocity, player.Character.SupportVelocity)); rollKickSlide.Add(new TwoWayBinding<bool>(wallRun.EnableEnhancedWallRun, rollKickSlide.EnableEnhancedRollSlide)); rollKickSlide.Add(new TwoWayBinding<bool>(player.Character.AllowUncrouch, rollKickSlide.AllowUncrouch)); rollKickSlide.Add(new TwoWayBinding<bool>(player.Character.Crouched, rollKickSlide.Crouched)); rollKickSlide.Add(new TwoWayBinding<bool>(player.Character.EnableWalking, rollKickSlide.EnableWalking)); rollKickSlide.Add(new TwoWayBinding<Vector3>(player.Character.LinearVelocity, rollKickSlide.LinearVelocity)); rollKickSlide.Add(new TwoWayBinding<Vector3>(transform.Position, rollKickSlide.Position)); rollKickSlide.Predictor = predictor; rollKickSlide.Bind(model); rollKickSlide.VoxelTools = voxelTools; rollKickSlide.Add(new CommandBinding(rollKickSlide.DeactivateWallRun, (Action)wallRun.Deactivate)); rollKickSlide.Add(new CommandBinding(rollKickSlide.Footstep, footsteps.Footstep));
ããã¯å€ãã®åé¡ãåŒãèµ·ãããŸããã ã«ãŒãããã«ãŒããäœæããŸããã å€ãã®å Žåãåæåã®é åºã¯éåžžã«éèŠã§ãããããŒã¿ããªã³ã¯ãããšããããããã£ã远å ããããšããã€ãã®ããããã£ãæ°ååæåããããããåæåã¯æ¬åœã«å°çã«ãªããŸãã
ã¢ãã¡ãŒã·ã§ã³ã远å ãããšããæ¥ããšããããŒã¿ãã€ã³ãã£ã³ã°ã§ã¯ã2ã€ã®ç¶æ
éã®é·ç§»ãã¢ãã¡ãŒã·ã§ã³åããããšã¯è€éã§çŽæçã§ãªãããã»ã¹ã§ããããšãããããŸããã ããèããã®ã¯ç§ã ãã§ã¯ãããŸããã ãã®ãããªã¯Netflixããã°ã©ããŒã§èŠãããšãã§ããŸããNetflixããã°ã©ããŒã¯ãReactãç§°è³ããŠåŽ©ããã¢ãã¡ãŒã·ã§ã³ãéå§ãããã³ã«ãªãã«ããå¿
èŠãããããšãäŒããŸãã
ãŸããæ¥ç¶ãåæãããã¹ãŠã®åã䜿çšããããšãæšæž¬ããŸããã ãããŠãå¥ã®ãã£ãŒã«ãã远å ããŸããïŒ
class Binding<T> { public bool Enabled; }
æ®å¿µãªããšã«ããã€ã³ãã£ã³ã°ã®å
šäœçãªæå³ã¯ãããã倱ãããŸããã ç§ã¯ç¶æ
ãåãé€ãããã£ãã®ã§ããããã®ã³ãŒãã§ã¯ããã«ç¶æ
ãå€ãã£ãã ãã§ãã ãã®ç¶æ
ãè§£æ¶ããæ¹æ³ã¯ïŒ
ããã£ãïŒ ãã€ã³ãã£ã³ã°ã§ïŒ
class Binding<T> { public Property<bool> Enabled = new Property<bool> { Value = true }; }
ã¯ããç§ã¯çå£ã«ãã®ãããªãã®ãå®è£
ããããšããç¬éããããŸããã æ¥ç¶ãããŠãããã¹ãŠã®ãã®ãæ¥ç¶ããŸããã ããããç§ã¯ããã«æ°ãã€ããŠãããããããããšæ°ä»ããŸããã
ãã€ã³ãç¶æ³ãä¿®æ£ããã«ã¯ã©ãããã°ããã§ããïŒ ã€ã³ã¿ãŒãã§ã€ã¹ãæ£åžžã«æ©èœãããããã«ãç¶æ
ãªãã§è©ŠããŠãã ããã è¯ãäŸã¯ã
芪æãªãimguiã§ãã å¯èœãªéãåäœãšç¶æ
ãåé¢ããŸãã ç¶æ
ãç°¡åã«ããææ³ã¯é¿ããŠãã ããã 幞éãäœãããšã¯ããªãã«ãšã£ãŠèŠçãªã¹ãããã§ããã¹ãã§ãã
ãããã«
ããã¯ç§ã®æããªééããšã¯ã»ã©é ããã®ã§ãã ã°ããŒãã«å€æ°ãåé¿ããå¥ã®ããªãªãžãã«ãã¡ãœãããäœæããŸããã ééã«å€¢äžã«ãªã£ãŠããææããããŸããã ãããããšã³ãã£ãã£ãªããžã§ã¯ãã·ã¹ãã ãäœæããŸããããããã¯ãšã³ãã£ãã£ãªããžã§ã¯ãã·ã¹ãã ã§ã¯ãããŸããã§ããã ãã¯ã»ã«ãšã³ãžã³ã«ãã«ãã¹ã¬ãããå®è£
ããŠãå¯å€§ã«ããã¯ãèšå®ããããšããŸããã
ç§ãæãã€ããçµè«ã¯æ¬¡ã®ãšããã§ãã
- èªåã§æ±ºå®ãäžããããããã³ã³ãã¥ãŒã¿ãŒã«å§ä»»ããªãã§ãã ããã
- å¥ã®åäœãšæ¡ä»¶ã
- çŽç²ãªé¢æ°ãæžããŸãã
- ã¯ã©ã€ã¢ã³ãã³ãŒãããå§ããŸãã
- éå±ãªã³ãŒããæžããŸãã
ãããç§ã®è©±ã§ãã å
±æããããšæãæãéå»ã¯ãããŸããïŒ