OnStart(TweenCallback callback) //设置一个回调,该回调将在动画启动的时候触发 transform.DOMoveX(4, 1).OnStart(MyCallback); OnStepComplete(TweenCallback callback) //设置一个回调,该回调将在每次动画完成一个循环时都会触发该回调 transform.DOMoveX(4, 1
可以替代var fishM1 = cc.scaleTo(0.5, bgsc, bgsc); this.bg.runAction(fishM1);this.node.scale = 0.5;this.effectTween = cc.tween(this.node).to(0.3,{scaleX:1.0,scaleY:1.0},{progress:null,easing:"backInOut"}).start(); cc.tween(that.yinDaoShuaiGan).delay(0.5).to(0.2, {opacity: 255...
public YieldWaitForSeconds(float delayTime) { m_time = delayTime; } public bool isDone(float deltaTime) { m_time -= deltaTime; return m_time <= 0; } } 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 协程的更新 需要...
可惜的是,UNet的默认思路正是最后一种。由于Ian并非UNetTeam的开发同学,所以其并不十分了解将于Unity5.4(但被delay了)的ServerLibrary所完成的功能。但一种推测是,ServerLibrary正是为了避免将Unity运行于服务器,而是提供UNet、Unity的基础功能(Math等),让我们服务器同学利用UNet接口,重新实现逻辑。 测试方法 测试Unity...
// SetDelay 设置延迟 // SetEase 设置缓冲类型 // SetId 设置ID 可以只用 int、string、object等类型的值 // SetLoops 设置循环类型 // SetRecyclable 设置为可回收,可循环使用的 // SetRelative 设置相对变化 // SetSpeedBased // SetTarget // 设置 Update 的值 告诉 Tween对象 是否忽视 Unity的 的 ti...
Unity IAP (In App Purchases) lets you sell a variety of items directly within your free or paid game including premium content, virtual goods and subscriptions. In this tutorial, we are going to look at how to add IAP to an existing game project. This tu
逼逼赖赖一大堆下边的错误 DelayBtn:setBtnDisable() QFramework.ProbilityHelper:InvokeGracefully(UnityAction) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.UI.Button:Press() UnityEngine.UI.Button:OnPointerClick(PointerEventData) ...
After you edit code in MonoDevelop or your code editor of choice and then switch back to Unity, you’ll typically notice a short delay. This is because Unity is background compiling your code. You can change your code editor (not debugger) via Edit | Preferences | External Tools | Externa...
A coroutine is like a function that has the ability to pause execution and return control to Unity but then to continue where it left off on the following frame. By default, a coroutine is resumed on the frame after it yields but it is also possible to introduce a time delay using [Wai...
这里的animationDelay可以是你自己选择的任意值。这将以持续速度(取决于你在Unity时间管理器中设置的速度)推进帧。 第二个方法是使用递归。但这一方法的劣势在于不易处理条件句,但你还是能够获得所需要的准确延时。如果你想让特定帧延长或缩短,这一方法就尤其管用。你需要一个IEnumerator TextureChanger() 以及to Sta...