从名称含义上看,AudioListener是用于“监听”场景中的音频信号的,而AudioSource自然就是“播放”音频信号的组件,Unity将所有可识别且使用的音频资源统一认定为AudioClip资源类型,AudioSource便可以和某个AudioClip资源绑定在一起,游戏过程中播放音频内容。 如果以最简单粗暴的方式来思考游戏中的音频管理这个话题,那么解决方...
List<OnEvent>>();36#endregion37//---38#regionmethods39//Called at start-up to initialize40voidAwake()41{42//If no instance exists, then assign this instance43if(instance ==null)44{45instance =this;46DontDestroyOnLoad(gameObject);//Prevent object from being destroyed on scene exit47}48el...
Unity 常见报错问题解决方案 目录 Unity 常见报错问题解决方案 【已解决】Unity Coroutinue 协程未有效执行的问题 【待解决】Not a Prefab scene 7 ‘UniversalAdditionalCamera... 【解决】Expanding invalid MinMaxAABB 【解决】Java开发工具包(JDK)目录未设置或无效。请在“首选项“>“外部工具“中将其修复22 使用...
FullInstallation=完全安装 ; if possible don't translate 'Compact' as 'Minimal' (I mean 'Minimal' in your language) CompactInstallation=简洁安装 CustomInstallation=自定义安装 NoUninstallWarningTitle=组件已存在 NoUninstallWarning=安装程序检测到下列组件已在您的电脑中安装:%n%n%1%n%n取消选定这些组件将...
//检测边界以及叠加状态publicboolCheckItemFit(ItemClass item, InventorySlot slot,boolskipLastCheck) {//Run through all the slots that the item occupiesfor(inti =0; i < item.height; i++) {for(intj =0; j < item.width; j++) {//Check if the slot existsif(slot.itemStartNumber + invento...
{ if(!updateList.ContainsKey(item.name)) { updateList.Add(item.name, item); } isApp = false; } return item; } /// /// 总大小 /// public long TotalSize() { long size = 0; foreach (var item in updateList.Values) { size += long.Parse(item.size); } return size; } publ...
of an array item./// <exception cref="IndexOutOfRangeException">Thrown when index is less than zero or greater than the length of the array (minus one).</exception>publicrefTthis[intindex]{get{CheckIndexOutOfRange(index);returnrefUnsafeUtility.ArrayElementAsRef<T>(m_data,index);}} Array...
private string[] itemNames; private int[] itemCosts; private Vector3[] itemPositions; Another way that our code can unnecessarily add to the garbage collector’s workload is by having unnecessary object references. When the garbage collector searches for references to objects on the heap, it ...
check if the file already exists in the cache. If it does, it compare the version of the stored asset with the version requested. If it is different then the AssetBundle will be redownloaded. If it’s the same, then it will load the AssetBundle from disk and avoid having to redownload...
When downloading an AssetBundle Unity will check if the file already exists in the cache. If it does, it compare the version of the stored asset with the version requested. If it is different then the AssetBundle will be redownloaded. If it’s the same, then it will load the AssetBundle...