ToEnum<KeyCode>(true); //首字母大写 => CoderZ string fuc = "coderZ".UppercaseFirst(); string path = Application.dataPath + "/SKFramework/Cube.prefab"; //判断文件是否存在 bool fileExists = path.FileExists(); //根据路径删除文件
Find Packages/manifest.json in your project and edit it to look like this: { "dependencies": { "unienumextension": "https://github.com/pCYSl5EDgo/UniEnumExtension.git", ... }, } Performance Performance Test code - [Flags]Enum [Flags] public enum FastFlagEnum : long { z = 0, ...
(DelegatesGensBridge.cs :Xlua生成这个文件,是用来指向 “hotfix热更新中,lua替代掉c#的方法函数。” EnumWrap.cs: 把枚举都遍历一遍,存到EnumWrap.cs中,之后放入lua堆栈中。 XXXXXWrap.cs适配代码:把lua需要调用的方法存到适配代码中,之后放入Lua堆栈中。) lua调用C#的过程: 4.2.2 Xlua中 c#调用lua的原理 如...
#if UNITY_EDITOR using System; using UnityEditor; using UnityEditor.Experimental.GraphView; using UnityEngine; namespace DialogueSystem { public abstract class NodeViewBase : Node { public Action<NodeViewBase> OnNodeSelected; public string GUID; //对话数据 public DialogNodeDataBase DialogNodeData = ...
UniTask is run on a custom PlayerLoop. UniTask's playerloop based methods (such as Delay, DelayFrame, asyncOperation.ToUniTask, etc...) accept this PlayerLoopTiming.public enum PlayerLoopTiming { Initialization = 0, LastInitialization = 1, EarlyUpdate = 2, LastEarlyUpdate = 3, FixedUpdate = ...
}stringname =importer.assetPath.ToLower();stringextension = name.Substring(name.LastIndexOf(".")).ToLower();switch(extension) {case".3ds":case".fbx":#ifUNITY_2019_1_OR_NEWERimporter.materialImportMode=ModelImporterMaterialImportMode.ImportViaMaterialDescription; ...
UNT0001: Unity messages are called by the runtime even if they're empty, don't declare them to avoid unnecessary processing by the Unity runtime. UNT0002: Tag comparison using string equality is slower than the built-in CompareTag method. UNT0003: Usage of the generic form of GetComponent...
Info, $"Temporary Map Creations")) { fileToCommand = m_WriteData.WriteOperations.ToDictionary(x => x.Command.internalName, x => x.Command); forwardObjectDependencies = new Dictionary<string, HashSet<ObjectIdentifier>>(); forwardFileDependencies = new Dictionary<string, HashSet<string>>(); ...
publicComponentGetComponent(stringtype); Description Returns the component with nametypeif the GameObject has one attached, null if it doesn't. It is better to use GetComponent with a Type instead of a string for performance reasons. Sometimes you might not be able to get to the type however,...
you been able to test the issue in 5.6 and see if the problem persists? Unity是否有获得设备唯一ID的功能?新版IOS唯一ID的接口SystemInfo.deviceUniqueIdentifier可能重复。 解决方案: 没有直接的api。官方建议如下 forum.unity3d.com/threa 升级UNITY5.5.1P2版本之后MAC机上报错: Extensionwas not registered, ...