public IEnumerable<Enum> GetValueFromEnumInstance(Enum item) { Dictionary<string, Enum> values = new Dictionary<string, Enum>(); foreach (Enum value in Enum.GetValues(item.GetType())) { values.Add(value.ToString(), value); } List<string> itemNames = item.ToString().Split(',').ToList...
using System.Collections.Generic; #if UNITY_EDITOR using UnityEditor; #endif using UnityEngine; namespace DialogueSystem { public abstract class DialogNodeDataBase : ScriptableObject { /// /// 节点坐标 /// [HideInInspector] public Vector2 Position = Vector2.zero; [HideInInspector] public s...
switch (type->type) { case IL2CPP_TYPE_OBJECT: RETURN_DEFAULT_TYPE(object_class); case IL2CPP_TYPE_VOID: RETURN_DEFAULT_TYPE(void_class); case IL2CPP_TYPE_BOOLEAN: RETURN_DEFAULT_TYPE(boolean_class); case IL2CPP_TYPE_CHAR: RETURN_DEFAULT_TYPE(char_class); case IL2CPP_TYPE_I1: RETURN_...
publicclassUnrefactoredPlayer:MonoBehaviour{[SerializeField]privatestringinputAxisName;[SerializeField]privatefloatpositionMultiplier;privatefloatyPosition;privateAudioSourcebounceSfx;privatevoidStart(){bounceSfx=GetComponent<AudioSource>();}privatevoidUpdate(){floatdelta=Input.GetAxis(inputAxisName)*Time.deltaTime;...
使用一个Camera作为参照,将UI平面放置在Camera前的一定距离,因为是参照Camera,如果萤幕大小、分辨率、Camera视锥改变时UI平面会自动调整大小。如果Scene中的物件(GameObject)比UI平面更靠近摄影机,就会遮挡到UI平面。 1.Render Camera:用于渲染的摄影机 2.Plane Distance:与Camera的距离 ...
publicstringchinaName; publicListprovince; } publicclassProvince { publicstringprovinceName; publicListcity; } publicclassCity { publicstringcityName; } [csharp]view plaincopy usingUnityEngine; usingSystem; usingSystem.Collections; usingSystem.Collections.Generic; ...
publicenumTransitionType//创建传送类型的枚举 {SameScene, DifferentScene } [Header("Transition Info")] publicstringsceneName;//以字符串形式记录 终点场景名public TransitionType transitionType;//传送类型枚举变量,需要在Unity窗口中设置public TransitionDestination.DestinationTag destinationTag;//设置传送终点名pri...
switch ((int)style) { case (int)MessageBox.Style.OnlyOK: buttonGroups[(int)MessageBox.Style.OnlyOK].SetActive(true); buttonGroups[(int)MessageBox.Style.OKAndCancel].SetActive(false); break; case (int)MessageBox.Style.OKAndCancel: buttonGroups[(int)MessageBox.Style.OnlyOK].SetActive(false); ...
requiredstringname=3; } 2.协议解析类的生成,如下图所示,双击protoToCs.bat文件就可以把proto文件夹下的.proto协议生成c#文件并存储在generate目录下,proto和生成的cs目录更改在protoToCs文件里面 @echo off @rem 对该目录下每个*.prot文件做转换setcurdir=%cd%setprotoPath=%curdir%\proto\setgenerate=%curdir...
{ secondsElapsed += Time.deltaTime; } void OnDestroy(){ Dictionary<string, object> customParams = new Dictionary<string, object>(); customParams.Add("seconds_played", secondsElapsed); customParams.Add("points", score); customParams.Add("deaths", deaths); switch(this.state){ case Level...