public float trackDist = 10.0f; public bool isLooping = true; public int curPathIndex { get; private set; } // The progress round the route, used in smooth mode. private int pathLength = 0;//total index count // setup script properties private void Start() { // the point to aim ...
Change display settings 更改显示设置 Use 在右上角使用Menu 菜单 。 节点的检查器视图 操作 步骤 ID 内容ID号 Title 标题 可选文本仅供参考。没有显示给玩家。 Description 描述 可选文本仅供参考。没有显示给玩家。 Actor 角色 说这句台词的角色。 Conversant 对话 说话人对角色(听众)说话。 Group 分组 如果...
Addressables can only distribute content, not code. As such, a code change generally requires a fresh player build, and usually a fresh build of content. Although a new player build can sometimes reuse old, existing content from a CDN, you must carefully analyze whether the type trees in th...
void Update() { for(int i = 0; i < myArray.Length; i++) { if(exampleBool) { ExampleFunction(myArray[i]); } } } With a simple change, the code iterates through the loop only if the condition is met. void Update() { if(exampleBool) { for(int i = 0; i < myArray.Le...
This is useful for GameObjects that need to be reset on Scene change (e.g. you may want a door to close again when restarting a level). Read Only: This GameObject can only read data, not write to it. A way to use this is to have a GameObject with Write Only (see below) with ...
MonoScript ObjectChangeEvents ObjectChangeEventStream ObjectFactory ObjectNames ObjectPreview PhysicsDebugWindow PhysicsVisualizationSettings PickingIncludeExcludeList PlatformIcon PlatformIconKind PlayerSettings PlayModeWindow PluginImporter PopupWindow PopupWindowContent PrefabReplacingSettings PrefabUtility ProfilerWindow Prog...
当任务状态改变时,对话系统发送一个OnQuestStateChange消息。 Quest Management Example 任务管理的示例 在上面的例子任务中,NPC Sergeant Graves在对话中给玩家一个kill任务: 在突出显示的节点中,使用指向并单击Lua向导设置了脚本字段。它做两件事: 设置任务激活。
{publicMonoBehaviour();///摘要://Disabling this lets you skip the GUI layout phase.publicbooluseGUILayout {get;set; }///摘要://Allow a specific instance of a MonoBehaviour to run in edit mode (only available//in the editor).publicboolrunInEditMode {get;set; }///摘要://Logs message...
If you want to change this behaviour, the cancellation to be immediate, set the cancelImmediately flag as an argument.await UniTask.Yield(cancellationToken, cancelImmediately: true);Note: Setting cancelImmediately to true and detecting an immediate cancellation is more costly than the default behavior...
state. It will use Transitions to know when to switch to another state. Unity does all of that automatically, all we have to do is notify it about Pac-Man's movement direction from within a Script later on. With that out the way, let's double click thepacman_0animation state machine...