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u
AI代码解释 using Photon.Pun;using UnityEngine;publicclassClickFloor:MonoBehaviour{publicGameObject m_Prefab;voidUpdate(){if(Input.GetMouseButtonDown(0)){Ray ray=Camera.main.ScreenPointToRay(Input.mousePosition);RaycastHit hit;if(Physics.Raycast(ray,out hit)){PhotonNetwork.Instantiate(m_Prefab.name,hit.p...
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...
usingUnity.Entities;usingUnity.Mathematics;usingUnityEngine;usingRandom=Unity.Mathematics.Random;publicclassBulletAuthoring:MonoBehaviour{}publicstructBulletMovement:IComponentData{publicRandomrandom;publicEntitytarget;publicfloat3targetPos;publicfloatspeed;publicfloatlifeTime;}publicclassBulletBaker:Baker<BulletAuthoring...
{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(...
}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) { ...
Exists(p); //是否存在P路径目录 Directory.CreateDirectory(p); //创建P路径目录 AssetDatabase //类库,对Asset文件夹下的文件进行操作,获取相对路径,获取所有文件,获取相对依赖项 Directory //类库,相关文件夹路径目录进行操作,是否存在,创建目录,删除等操作...
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....
` if (UnityEditor.AssetDatabase.Contains(obj)) ` ` { ` ` UnityEditor.EditorUtility.SetDirty(obj); ` ` } ` ` else if (!Application.isPlaying) ` ` { ` ` if (obj is Component) ` ` { ` ` var component = (Component)obj; ` ...
BindTo(this.textComponent); await rp.WaitAsync(); // wait until next value set // also exists ToReadOnlyAsyncReactiveProperty var rp2 = new AsyncReactiveProperty<int>(99); var rorp = rp.CombineLatest(rp2, (x, y) => (x, y)).ToReadOnlyAsyncReactiveProperty(CancellationToken.None);...