首先,我们发现Bloom类带有一个Attribute标签,它的作用就是把Bloom添加到add Overrides菜单里面。另外,每个后处理功能必须要继承VolumeComponent类和实现IPostProcessComponent接口,这是为了将新加的后处理功能集成到Volume Framework的规范管理中。另外,我们发现Bloom类中的属性并不是C#或unity中的常规数据类型,这是因为Volume...
TryGetComponent Gets the component of the specified type, if it exists. Inherited Members Properties PropertyDescription hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods MethodDescription GetInstanceID Gets the instance...
代码: using UnityEngine; using System.Collections; using UnityEditor; using System; using UnityEditor.SceneManagement; using System.Linq; using System.Collections.Generic; using System.IO; public class CombineTool : Editor { private const int GRIDSIDE = 15; private const string PATH = "Assets/Re...
component so no need to check ) agent = GetComponentInChildren<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>(); agent.updateRotation = false; agent.updatePosition = true; } // Update is called once per frame private void Update() { if (target != null) { agent....
{// public GameObject effect;publicuintseed=0;publicGameObjectprefab;publicintamount=1;publicfloatcooldown=0.2f;publicfloatspreadAngle=0f;publicfloatspeed=10f;publicfloatlifeTime=8f;}publicstructBulletSpawner:IComponentData{publicRandomrandom;publicuintseed;publicEntityprefab;// public Entity effect;public...
UnityEngine.Objectis a special type of C# object in Unity, because it’s linked to a native C++ counterpart object. For example, when you use aCameracomponent, Unity stores the state of the object on the object’s native C++ counterpart, not on the C# object itself. ...
{continue;}if(textureImporter.mipmapEnabled){outputList.Add(file);Debug.Log(file);}}}WriteLog("NPOT.log",outputList);}privatevoidWriteLog(stringfileName,List<string>outputList){if(!Directory.Exists(@"Logs")){Directory.CreateDirectory(@"Logs");}if(!File.Exists("Logs/"+fileName)){using(...
Photon Unity Networking (PUN)是一种用于多人游戏的Unity软件包。 灵活的匹配可以让玩家进入房间,可以通过网络同步对象。 快速和可靠的通信是通过专用的Photon 服务器完成的,因此客户端连接不需要1对1。
` if (UnityEditor.AssetDatabase.Contains(obj)) ` ` { ` ` UnityEditor.EditorUtility.SetDirty(obj); ` ` } ` ` else if (!Application.isPlaying) ` ` { ` ` if (obj is Component) ` ` { ` ` var component = (Component)obj; ` ...
}voidLoad (stringpath) {if(!File.Exists(path)) {Debug.LogError("File does not exist " + path);return; }using(BinaryReaderreader =newBinaryReader(File.OpenRead(path))) {intheader = reader.ReadInt32();if(header <= mapFileVersion) { ...