/// The delta of the angle between two touch points /// </summary> static public float turnAngleDelta; /// <summary> /// The angle between two touch points /// </summary> static public float turnAngle; /// <sum
DotDot Product of two vectors. LerpLinearly interpolates between two points. LerpUnclampedLinearly interpolates between two vectors. MaxReturns a vector that is made from the largest components of two vectors. MinReturns a vector that is made from the smallest components of two vectors. ...
points2.Add(crossPoint); } if (i == segments2.Count - 1) { points2.Add(segments2[i].point2); } } List<Vector2> combinePoints = new List<Vector2>(points.Count * 2); for (int i = 0; i < points.Count; i++) { combinePoints.Add(points1[i]); combinePoints.Add(points2[i]...
对2D Camera:Add Extension –CinemachineConfiner; Create Empty(命名CameraConfiner):Add Component Polygon Collider 2D(多边形碰撞体),可以拖动点编辑碰撞器,也可以设置点的个数和位置:Points点 – Element0 – Size(点个数)、每个点X-Y坐标。 2D Camera的CinemachineConfiner:将CameraConfiner拖入Bounding Shape ...
In other words, the distance between any two given points of a rigid body remains constant in time regardless of external forces exerted on it.” The same principle applies in games. Adding a rigid body lets you make calls like the ones in Figure 5. Figure 5 Adding Movement and Velocity ...
floatA value between zero and one, representing where the "value" parameter falls within the range defined by a and b. Description Determines where avaluelies between two points. The a and b values define the start and end of a linear numeric range. The "value" parameter you supply represe...
You will notice that we didn’t create inspector fields for the spline control points. That is because we are going to manage the control points through the scene view. These two fields store the index of the currently selected control point, and if we choose to remove a control point, we...
We know that a vector can be expressed as the difference between two points. Considering the tangent vector, it can be computed as the difference between the two vertices of the triangle’s edge. If and are the vertices that define the edge we know that: ...
Angle Returns the angle in degrees between from and to. 由from和to两者返回一个角度。 ClampMagnitude Returns a copy of vector with its magnitude clamped to maxLength. 返回向量的长度,最大不超过maxLength所指示的长度。 Cross Cross Product of two vectors. ...
一.概述 Unity使用反射即时获取和加载脚本信息。Unity所有脚本继承自Monobehaviour类,这个类的内容如下: namespace UnityEngine { // // 摘要: // MonoBehaviour is the base class from which every U