デバッグ表示削除
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@ -59,23 +59,6 @@ namespace MyGame.Scenes.MiniGame.Scripts
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var fenceRight2 = fenceRight - fenceStep2;
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var fenceRight2 = fenceRight - fenceStep2;
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var maskLeft = Mathf.CeilToInt((fenceRight2 - xPos.x) / fenceStep) * -fenceStep + fenceRight2;
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var maskLeft = Mathf.CeilToInt((fenceRight2 - xPos.x) / fenceStep) * -fenceStep + fenceRight2;
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var maskRight = Mathf.FloorToInt((fenceRight - xPos.y) / fenceStep) * -fenceStep + fenceRight;
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var maskRight = Mathf.FloorToInt((fenceRight - xPos.y) / fenceStep) * -fenceStep + fenceRight;
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foreach (var x in new []{xPos.x, xPos.y})
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{
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var sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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sphere.GetComponent<MeshRenderer>().material.color = Color.blue;
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sphere.transform.SetLocalScale(.4f);
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sphere.transform.SetPositionX(x);
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sphere.transform.SetPositionZ(-5f);
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}
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foreach (var x in new []{maskLeft, maskRight})
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{
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var sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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sphere.GetComponent<MeshRenderer>().material.color = Color.red;
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sphere.transform.SetLocalScale(.4f);
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sphere.transform.SetPositionX(x);
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sphere.transform.SetPositionZ(-5f);
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}
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var maskWidth = maskRight - maskLeft;
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var maskWidth = maskRight - maskLeft;
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var maskXPos = maskLeft + maskWidth / 2;
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var maskXPos = maskLeft + maskWidth / 2;
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fenceMaskList[fenceMaskIndex].localScale += Vector3.right * maskWidth;
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fenceMaskList[fenceMaskIndex].localScale += Vector3.right * maskWidth;
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