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- # このファイルはメモリ設定用のファイルです。
- #
- # 注意: 開発中にはこのファイルを使っても良いですが、マスターの時に必ずハードコードでやってください。
- #
- # CTR実機は memory.ini がビルド時に nativeLiteフォルダへコピーされ、そちらを参照します。
- #
- # PCエミュレーション Allocator section.
- #
- [Allocators: Win32_Develop] # PCでMT_DEVELOP
- {
- # MtExHeapAllocator(アロケーター名, メモリタイプ, メモリサイズ, 予約ヒープ管理数[0:未使用], アロケーター属性
- GLOBAL = MtExHeapAllocator(Global, TYPE_PHYSICAL, 8MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
- TEMPORARY = MtExHeapAllocator(Temp, TYPE_PHYSICAL, 128MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
- RESOURCE = MtExHeapAllocator(Resource, TYPE_PHYSICAL, 128MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
- SOUND_BUF = MtExHeapAllocator(SoundBuffer, TYPE_PHYSICAL, 32MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL); # 音声波形
- SYSTEM = MtExHeapAllocator(System, TYPE_PHYSICAL, 10MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
- #UNIT = MtExHeapAllocator(Unit, TYPE_PHYSICAL, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
- UNIT = MtExHeapAllocator(Unit, TYPE_PHYSICAL, 1536KB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
- AREA = MtExHeapAllocator(Area, TYPE_PHYSICAL, 1MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
- ARRAY = MtExHeapAllocator(Array/String, TYPE_PHYSICAL, 16MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
- COLLISION = MtExHeapAllocator(Collision, TYPE_PHYSICAL, 4MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
- DEVELOP = MtExHeapAllocator(Develop, TYPE_PHYSICAL, 16MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
- COLLADA = RESOURCE;
- DRAW_RESOURCE = RESOURCE;
- CUBE_MAP = RESOURCE;
- DMPGL = RESOURCE;
- NETWORK = SYSTEM;
- PHYSICS = SYSTEM;
- EFFECT = UNIT;
- AI = UNIT;
- GUI = UNIT;
- STRING = ARRAY;
- UI = DEVELOP;
- UNDEFINED = DEFAULT;
- }
- [Allocators: Win32] # PCデフォルト…
- {
- # MtExHeapAllocator(アロケーター名, メモリタイプ, メモリサイズ, 予約ヒープ管理数[0:未使用], アロケーター属性
- GLOBAL = MtExHeapAllocator(Global, TYPE_PHYSICAL, 8MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
- TEMPORARY = MtExHeapAllocator(Temp, TYPE_PHYSICAL, 128MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
- RESOURCE = MtExHeapAllocator(Resource, TYPE_PHYSICAL, 128MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
- SOUND_BUF = MtExHeapAllocator(SoundBuffer, TYPE_PHYSICAL, 32MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE); # 音声波形
- SYSTEM = MtExHeapAllocator(System, TYPE_PHYSICAL, 10MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
- UNIT = MtExHeapAllocator(Unit, TYPE_PHYSICAL, 2MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
- AREA = MtExHeapAllocator(Area, TYPE_PHYSICAL, 1MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
- ARRAY = MtExHeapAllocator(Array/String, TYPE_PHYSICAL, 16MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
- COLLISION = MtExHeapAllocator(Collision, TYPE_PHYSICAL, 4MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
- DEVELOP = MtExHeapAllocator(Develop, TYPE_PHYSICAL, 16MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
- DRAW_RESOURCE = RESOURCE;
- CUBE_MAP = RESOURCE;
- DMPGL = RESOURCE;
- NETWORK = SYSTEM;
- PHYSICS = SYSTEM;
- EFFECT = UNIT;
- AI = UNIT;
- GUI = UNIT;
- STRING = ARRAY;
- UI = DEVELOP;
- }
- #
- # CTR実機 Allocator section.
- #
- # main.cppのnninitStartUp()でTYPE_DEVICE, TYPE_HEAPのサイズが決まります。
- # ROMの場合 TYPE_DEVICE = 41M, TYPE_HEAP = 64M - 41M - プログラムサイズ(8Mぐらい?) = 15M
- # 開発時の場合 TYPE_DEVICE = 48M, TYPE_HEAP = 96M - 48M - プログラムサイズ(8Mぐらい?) = 40M
- # サイズ指定に四則演算は使えません。 1M = 1024K
- [Allocators: CTR_Develop] # CTR MT_DEVELOP
- {
- # MtExHeapAllocator(アロケーター名, メモリタイプ, メモリサイズ, 予約ヒープ管理数[0:未使用], アロケーター属性
- GLOBAL = MtExHeapAllocator(Global, TYPE_HEAP, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
- TEMPORARY = MtExHeapAllocator(Temp, TYPE_DEVICE, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
- RESOURCE = MtExHeapAllocator(Resource, TYPE_DEVICE, 38MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL); # 描画以外のリソース
- #43MB
- SYSTEM = MtExHeapAllocator(System, TYPE_HEAP, 5MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
- UNIT = MtExHeapAllocator(Unit/Area, TYPE_HEAP, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
- ARRAY = MtExHeapAllocator(Array/String, TYPE_HEAP, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
- COLLISION = MtExHeapAllocator(Collision, TYPE_HEAP, 1MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
- #3MB
- # フィジカルはデバッグ以外のアロケーターを作成した後に作ること
- # 4KBアラインの必要があるスレッドのスタックやNEXで使用されます
- # 名前、メモリタイプ、サイズ、最大確保数、アロケーターオプション
- PHYSICAL = MtPhysicalAllocator(Physical, TYPE_HEAP, 512KB, 128, ATTR_THREADSAFE);
- # デバッグ用メモリ
- DEVELOP = MtExHeapAllocator(Develop, TYPE_DEVICE, 10MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
- AREA = UNIT;
- COLLADA = RESOURCE;
- DRAW_RESOURCE = RESOURCE;
- SOUND_BUF = RESOURCE;
- CUBE_MAP = RESOURCE;
- DMPGL = RESOURCE;
- NETWORK = SYSTEM;
- PHYSICS = SYSTEM;
- EFFECT = UNIT;
- AI = UNIT;
- GUI = UNIT;
- STRING = ARRAY;
- UI = DEVELOP;
- UNDEFINED = DEFAULT;
- }
- [Allocators: CTR] # CTR _ROM
- {
- # MtExHeapAllocator(アロケーター名, メモリタイプ, メモリサイズ, 予約ヒープ管理数[0:未使用], アロケーター属性
- GLOBAL = MtExHeapAllocator(Global, TYPE_HEAP, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
- TEMPORARY = MtExHeapAllocator(Temp, TYPE_DEVICE, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
- RESOURCE = MtExHeapAllocator(Resource, TYPE_DEVICE, 38MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE); # 描画以外のリソース
- SYSTEM = MtExHeapAllocator(System, TYPE_HEAP, 5MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
- UNIT = MtExHeapAllocator(Unit/Area, TYPE_HEAP, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
- ARRAY = MtExHeapAllocator(Array/String, TYPE_HEAP, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
- COLLISION = MtExHeapAllocator(Collision, TYPE_HEAP, 1MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
- # フィジカルはデバッグ以外のアロケーターを作成した後に作ること
- # 4KBアラインの必要があるスレッドのスタックやNEXで使用されます
- # 名前、メモリタイプ、サイズ、最大確保数、アロケーターオプション
- PHYSICAL = MtPhysicalAllocator(Physical, TYPE_HEAP, 512KB, 128, ATTR_THREADSAFE);
- # デバッグ用メモリ:デバッグ表示分あれば良い
- DEVELOP = MtExHeapAllocator(Develop, TYPE_DEVICE, 1MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
- AREA = UNIT;
- DRAW_RESOURCE = RESOURCE;
- SOUND_BUF = RESOURCE;
- CUBE_MAP = RESOURCE;
- DMPGL = RESOURCE;
- NETWORK = SYSTEM;
- PHYSICS = SYSTEM;
- EFFECT = UNIT;
- AI = UNIT;
- GUI = UNIT;
- STRING = ARRAY;
- UI = DEVELOP;
- SCRIPT_ANALYZE = MtScalableAllocator(ScriptAnalyze, TYPE_HEAP, 512KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1);
- }
- #
- # CAFE実機 Allocator section.
- #
- # とりあえず、CTRのPCエミュレーションの場合に合わせる。
- # 現在使用できるのは、TYPE_MEM2のみ。TYPE_MEM1はグラフィックスライブラリが占有するため使えない。
- [Allocators: CAFE_Develop] # CAFE MT_DEVELOP
- {
- GLOBAL = MtScalableAllocator(Global, TYPE_MEM2, 8MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
- TEMPORARY = MtScalableAllocator(Temp, TYPE_MEM2, 128MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
- RESOURCE = MtScalableAllocator(Resource, TYPE_MEM2, 512MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
- SOUND_BUF = MtScalableAllocator(SoundBuffer, TYPE_MEM2, 32MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1); # 音声波形
- SYSTEM = MtScalableAllocator(System, TYPE_MEM2, 96MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1);
- UNIT = MtScalableAllocator(Unit, TYPE_MEM2, 2MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
- AREA = MtScalableAllocator(Area, TYPE_MEM2, 1MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
- ARRAY = MtScalableAllocator(Array/String, TYPE_MEM2, 16MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
- COLLISION = MtScalableAllocator(Collision, TYPE_MEM2, 4MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
- DEVELOP = MtScalableAllocator(Develop, TYPE_MEM2, 16MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_4KB, 1);
- COLLADA = RESOURCE;
- DRAW_RESOURCE = RESOURCE;
- CUBE_MAP = RESOURCE;
- DMPGL = RESOURCE;
- NETWORK = SYSTEM;
- PHYSICS = SYSTEM;
- EFFECT = UNIT;
- AI = UNIT;
- GUI = UNIT;
- STRING = ARRAY;
- UI = DEVELOP;
- UNDEFINED = DEFAULT;
- }
- [Allocators: CAFE] # CAFE _ROM
- {
- GLOBAL = MtScalableAllocator(Global, TYPE_MEM2, 8MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
- TEMPORARY = MtScalableAllocator(Temp, TYPE_MEM2, 128MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
- RESOURCE = MtScalableAllocator(Resource, TYPE_MEM2, 512MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
- SOUND_BUF = MtScalableAllocator(SoundBuffer, TYPE_MEM2, 32MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1); # 音声波形
- SYSTEM = MtScalableAllocator(System, TYPE_MEM2, 96MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_NONE, 1);
- UNIT = MtScalableAllocator(Unit, TYPE_MEM2, 2MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
- AREA = MtScalableAllocator(Area, TYPE_MEM2, 1MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
- ARRAY = MtScalableAllocator(Array/String, TYPE_MEM2, 16MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
- COLLISION = MtScalableAllocator(Collision, TYPE_MEM2, 4MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
- DEVELOP = MtScalableAllocator(Develop, TYPE_MEM2, 16MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_4KB, 1);
- DRAW_RESOURCE = RESOURCE;
- CUBE_MAP = RESOURCE;
- DMPGL = RESOURCE;
- NETWORK = SYSTEM;
- PHYSICS = SYSTEM;
- EFFECT = UNIT;
- AI = UNIT;
- GUI = UNIT;
- STRING = ARRAY;
- UI = DEVELOP;
- }
- #
- # Index Section
- #
- [Indices] # Default
- {
- # ↓--- ここからはMTのインデックスです ---↓---------------------------------------------------
- # MTデフォルトのインデックス。
- MtUI = UI;
- MtArray = ARRAY;
- MtTree = ARRAY;
- MtMap = ARRAY;
- MtDtiArray = ARRAY;
- MtDtiSelecter = ARRAY;
- MtCollada = COLLADA;
- MtCollision = COLLISION;
- MtGeometry = COLLISION;
- MtCollisionGjk = COLLISION;
- MtCollisionMpr = COLLISION;
- MtCollisionEpa = COLLISION;
- MtCollisionUI = UI;
- MtCollisionTree = COLLISION;
- MtUIGraphics = UI;
- MtCollisionUtil = COLLISION;
- MtPropertyList = ARRAY;
- MtAllocator = DEFAULT;
- MtAllocationProfiler = DEFAULT;
- MtStream = GLOBAL;
- MtThread = GLOBAL;
- MtFile = GLOBAL;
- MtHistory = DEVELOP;
- MtPerformance = GLOBAL;
- MtPerformanceCounter = GLOBAL;
- MtPerformanceTimer = GLOBAL;
- # MtFCurve : フェイシャルリソースで使用するため、RESOURCEアロケータに設定
- MtFCurve = RESOURCE;
- MtNetObject = NETWORK;
- # こちらで入れさせていただきました(大井 2010.11.12)
- MtMenuAddonInfo = DEVELOP;
- MtPreProcessor = GLOBAL;
- MtPreProcessor::Include = GLOBAL;
- MtPropertyObject = GLOBAL;
- MtRegistry = GLOBAL;
- # ↑--- ここまではMTのインデックスです ---↑---------------------------------------------------
- # ↓--- ここからはフレームワークのインデックスです ---↓---------------------------------------
- cDraw = GLOBAL;
- # Frameworkデフォルトのインデックス。
- cResource = RESOURCE;
- cSystem = SYSTEM;
- cUnit = UNIT;
- cArea = AREA;
- # sMainとsAppだけはDEFAULTです。
- sMain = DEFAULT;
- sApp = DEFAULT;
- sResource::RemoteInfo = DEFAULT;
- nDraw = RESOURCE;
- nDraw::GpuAllocator = SYSTEM;
- cPrimObj = SYSTEM;
- nPrim::PrimVertex = UNIT;
- cSwingParameters = RESOURCE;
- cSwing = UNIT;
- cInstancingDynamic = UNIT;
- cInstancingFromNulls = UNIT;
- cInstancingFromMatrices = UNIT;
- cSCGPlusInstancing = UNIT;
- cMMapDrawer = UI;
- cGrassPlacer = UNIT;
- nGraphComponent::Base = RESOURCE;
- nPhysics = PHYSICS;
- cShadowPriorityState = SYSTEM;
- # cBVHCollision :リソース組み込みを前提とするため、RESOURCEアロケータに設定
- # cGridCollision :リソース組み込みを前提とするため、RESOURCEアロケータに設定
- # cDynamicBVHCollison :リアルタイム処理に使用することを前提とするクラスであるため、COLLISIONアロケータに設定
- # nCollision :リアルタイム処理に使用することを前提とするネームスペースであるため、COLLISIONアロケータに設定
- # nCollisionUtil :リアルタイム処理に使用することを前提とするネームスペースであるため、COLLISIONアロケータに設定
- sCollision = SYSTEM;
- cBVHCollision = RESOURCE;
- cGridCollision = RESOURCE;
- cDynamicBVHCollision = COLLISION;
- nCollision = COLLISION;
- nCollisionUtil = COLLISION;
- nCollisionUI = UI;
- cRemoteProcedure = NETWORK;
- cRemoteCall = NETWORK;
- nNetwork = NETWORK;
- cRemoteStatistics = UI;
- nAI = AI;
- nAITool = UI;
- cReleaseNote = UI;
- cAIObject = AI;
- cAIResource = RESOURCE;
- cPropertySearch = DEVELOP;
- nLua = UNIT;
- cLua = UNIT;
- cResourceData = RESOURCE;
- cWind = SYSTEM;
- cParticleManager = EFFECT;
- uBaseEffect = EFFECT;
- uEffect2D = EFFECT;
- uSimpleEffect = EFFECT;
- uEffectEmitter = EFFECT;
- uMultiFilter = EFFECT;
- uSynchroColorCorrectFilter = EFFECT;
- uSynchroPointLight = EFFECT;
- uSynchroSpotLight = EFFECT;
- uSynchroLightShaft = EFFECT;
- uSynchroModel = EFFECT;
- uSynchroGrassWindPoint = EFFECT;
- uSynchroGrassWindDirection = EFFECT;
- uSynchroGrassWindLine = EFFECT;
- uSynchroAdhesion = EFFECT;
- sEffect::ResourceSearch = SYSTEM;
- sEffect::Profiler::List = UI;
- rEffectAnimXml::SeqPatEdit = RESOURCE;
- rEffectAnimXml::SeqIndexEdit = RESOURCE;
- EffectStripParts = RESOURCE;
- rNullsXml::NullObj = RESOURCE;
- tResourceSearch::Condition = UI;
- tResourceSearch::ResourceInfo = UI;
- tResourceSearch::Node = UI;
- sApp::Item = SYSTEM;
- nPad = SYSTEM;
- nApplet = SYSTEM;
- nCec = SYSTEM;
- # GUI
- nGUI = GUI;
- uGUI = GUI;
- cGUIObject = GUI;
- cGUIInstance = GUI;
- cGUIVariable = GUI;
- cGUIMessageAnalyzer = GUI;
- cGUIFontFilter = GUI;
- # 開発用
- nGUI::Track = DEVELOP;
- rGUIIconInfoXml::IconInfo = DEVELOP;
- tGUIParamProperty = DEVELOP;
- tGUIParamArrayProperty = DEVELOP;
- nGUITool::AnimationOptimizer::LogData = DEVELOP;
- nGUITool::UIManipulator = DEVELOP;
- cGUIMessageError = DEVELOP;
- cGUIMessageError::Error = DEVELOP;
- cGUIMessageError::PageError = DEVELOP;
- nZone = RESOURCE;
- cZoneListener = UNIT;
- cZoneContents = UNIT;
- cZoneLayout = SYSTEM;
- cZoneDebugDraw = UI;
- cMessageCapability = UI;
- nZoneUI = UI;
- sToolBase = DEVELOP;
- cMetaSetPropertyData = RESOURCE;
- cGadgetFolder = DEVELOP;
- cGadget = DEVELOP;
- cKeyword = GLOBAL;
- cSoundLayoutInfo = RESOURCE;
- uSoundZoneBase::cGroupManager = UNIT;
- nHID = RESOURCE;
- nYuv = RESOURCE;
- nNgc = SYSTEM;
- nDownloadPlay = SYSTEM;
- # VRAMへのDMA転送用 一時バッファ
- nDraw::DMABuffer = RESOURCE;
- cBlendState = GLOBAL;
- nProfile = SYSTEM;
- # 内包しているクラスによって決定してます
- cStateMachineBase::StateBase = NETWORK;
- cUUID = RESOURCE;
- # ↑--- ここまではフレームワークのインデックスです ---↑---------------------------------------
- # ↓--- ここからはスケルトンのインデックスです ---↓-------------------------------------------
- # ↑--- ここまではスケルトンのインデックスです ---↑-------------------------------------------
- }
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