2. Method Parameters 我们使用方法,来创建模块化的编程,这样程序看起来简洁,思路也更为清晰。而不是把所有程序都直接堆进 Update 里面去 比如我们游戏中的各种典型场景,可以分别放入对应的方法中 攻击场景:计算伤害,造成扣血 吃Buff 的场景:提升某种能力 这样做的好处是,如果哪一块代码出了问题,那么我们可以很好去...
当点击添加的Animation Event的时候,会在Inspector出现一些参数(不过我看2018.2f只能看到函数名的enum,最多也只能设定一个参数,看不到这么多参数),可以把要调用的函数名和参数值填进去,如下图所示: 当鼠标点击对应的Event的时候,会自动显示出调用的函数名,同样,这里的Animation Event也支持多选操作 注意,这里Animation...
However, you can use an AnimationEvent object to pass many parameters at the same time. An AnimationEvent object accepts a float, an int, a string, and an object reference as member values. The AnimationEvent object also provides information about the Animation Event that calls the function....
// xml 读取解析xml序列化数据 string playerPositionDataListString = DictionaryTool.GetValue<byte, object>(eventData.Parameters,(byte)ParameterCode.PlayerPositionDataList) as string; Debug.Log("OnEvent:playerPositionDataListString"+ playerPositionDataListString); using (StringReader stringReader = new Stri...
DisallowMultipleComponent Class UnityEngine added 4.5.0 Display.Activate Method UnityEngine added 4.5.0 DistanceJoint2D.maxDistanceOnly Property UnityEngine added 4.5.0 DistanceJoint2D.GetReactionForce Method UnityEngine added 4.5.0 DistanceJoint2D.GetReactionTorque Method UnityEngine added 4.5.0 Event.Pop...
Writing Event Functions (Start, Update, etc.) 写事件函数 If you are used to working with MonoBehaviours you are used to such methods as Start, Update, and OnDestroy. Here is a comparison between a Unity behaviour and its counterpart in UE4 Actors and components. ...
Writing Event Functions (Start, Update, etc.) 写事件函数 If you are used to working with MonoBehaviours you are used to such methods as Start, Update, and OnDestroy. Here is a comparison between a Unity behaviour and its counterpart in UE4 Actors and components. ...
Each key frame controls one or more parameters on some component; here, it changes the Sprite property of the Sprite Renderer component. Animations are nothing more than single images showing at some rate that makes the eye perceive movement. Next, Unity creates an Animator component on the ...
undoRedoEvent Callback that is triggered after any undo or redo event. undoRedoPerformed Callback that is triggered after an undo or a redo was executed. willFlushUndoRecord Invoked before the Undo system performs a flush. Static Methods MethodDescription AddComponent Adds a component to the game...
Parameters current 現在の位置 target 目的地として向かう位置 currentVelocity 現在の速度。この値は関数が呼び出される毎に変更されていきます smoothTime 目的地に到達するのにかかる時間。値が小さいほど早く目的地に到達します maxSpeed 最高速度 deltaTime この関数を呼び出してからの経過時間。デフォ...