Debug.Log("Time taken to check if it contains key in Dictionary" + stopWatch.ElapsedMilliseconds + " ms"); stopWatch.Reset(); #endregion } private void PerformTest() { #region ARRAY_ITERATION stopWatch.Start(); for (int i = 0; i < intArray.Length; i++) { } stopWatch.Stop();...
UnityEngine.Debug.Log("Time taken to check if it contains key in Dictionary" stopWatch.ElapsedMilliseconds “ ms”); stopWatch.Reset(); #endregion } private void PerformTest() { #region ARRAY_ITERATION // 循环遍历数组 stopWatch.Start(); for (int i = 0; i < intArray.Length; i ) { ...
The data segment contains the raw data generated by serializing the Assets in the AssetBundle. If LZMA is specified as the compression scheme, the complete byte array for all serialized assets is compressed. If LZ4 is instead specified, bytes for separate Assets are individually compressed. If no...
This is so that the pool knows the type of objects it contains and the objects know what type of pool to which they belong. These classes can optionally have a third generic type. This is only required if you wish to have a parameter for the PoolObject’s WakeUp function which is calle...
The Resolution and Presentation section also contains the following general settings.Other resolution and presentation settings for Android.设置描述 Use 32-bit Display Buffer Indicates whether the display buffer holds 32-bit color values instead of 16-bit color values. Enable this setting if you see ...
# if SHADER_TARGET < 30 // 低于着色器模型 3.0: // 着色器功能非常有限,执行近似操作 # else // 不错的功能,执行更高级的任务 # endif Unity 版本 UNITY_VERSIONcontains the numeric value of the Unity version. For example,UNITY_VERSIONis202030for Unity 2020.3.0. This can be used for version...
{ soundValue = value; for (int i = 0; i < soundList.Count; ++i) soundList[i].volume = value; } /// /// 停止音效 /// public void StopSound(AudioSource source) { if( soundList.Contains(source) ) { soundList.Remove(source); source.Stop(); GameObject.Destroy(source); } ...
wrapperArray)); instructions.Add(Instruction.Create(OpCodes.Ldarg_0)); instructions.Add(Instruction.Create(OpCodes.Ldelem_Ref)); instructions.Add(Instruction.Create(OpCodes.Ret)); /** * 添加:public static bool IsPatched(int id) { return id < ILFixDynamicMethodWrapper.wrapperArray.Length && IL...
private void OnGUI() { if(GUI.Button(new Rect(500, 100, 100, 50), "TestClick")) { var script = @" function TestClick() { var inputs, index; var array = new Array(); inputs = document.getElementsByTagName('input'); for (index = 0; index < inputs.length; ++index) { arra...
if (bundle.url.Contains("ShaderVariantsShader")) { //依赖shader包 bundle.assetBundle.LoadAllAssets(); } else { UnityEngine.Object obj = bundle.assetBundle.LoadAsset("assets/ShaderVariants/resources/red.prefab"); Instantiate(obj); bundle.assetBundle.Unload(false); ...