策划定了两张表,cfg_noviceGuideBase,引导基础表,cfg_noviceGuideStep引导分步表 id :引导的主键ID,skip :该引导触发后延迟几秒显示跳过按钮 防止用户引导中卡死,condition:该引导触发条件,parameter:参数,priority:优先级,firstStep:引导触发后开始的第一步id 关联到-cfg_noviceGuideStep。 对于:引导分步表 我们的引...
usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;usingUnityEngine.Rendering.Universal;usingUnityEngine.Rendering;publicclassCustomBlurProcess:VolumeComponent{publicIntParameterblurTimes=newClampedIntParameter(1,0,5);publicFloatParameterblurRange=newClampedFloatParameter(1.0f,0.0f,5.0f);publicI...
class in UnityEngine 説明 アセットを含むオブジェクトにアクセスすることができます。 エディター上でResources.FindObjectsOfTypeAllを使用してアセットおよびシーンのオブジェクトを見つけることができます。 "Resources" という名前のフォルダー内にあるすべてのアセットは、Resources.Load 関...
public ColorParameter tint = new ColorParameter(Color.white, false, false, true); [Tooltip("Use bicubic sampling instead of bilinear sampling for the upsampling passes. This is slightly more expensive but helps getting smoother visuals.")] public BoolParameter highQualityFiltering = new BoolParameter...
Pass your custom parameters to the appropriate AnalyticsEvent function in the form of a Dictionary<string, object> instance. The keys of this dictionary are the parameter names, and the values are the parameter values. When creating this dictionary, maintain consistent key names and data types ...
usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;usingUnityEngine.Rendering;usingUnityEngine.Rendering.Universal;publicclassCustomVolume:VolumeComponent,IPostProcessComponent{[Tooltip("颜色")]publicColorParametercolor=newColorParameter(Color.white);publicboolIsActive(){thrownewSystem.NotImplem...
(); GodRayPass GodRayPass; public override void Create() { this.name = "GodRayPass"; GodRayPass = new GodRayPass(RenderPassEvent.BeforeRenderingPostProcessing, settings.shader); } public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { GodRayPass....
persistent argument for a static method, pass null into the target parameter.varnewListener=PersistentListener.FromStatic((Action)EventWithNoArgs);_testEvent.AddPersistentListener(newListener);// PersistentListener exposes a bunch of read-only properties. If you need to change the listener, remove it...
the supported types for the parameter are int, float, string, bool or UnityEngine.Object(应该还有Animation Event object) 如下所示是我做的实验,Test1被挂在Cube上,然后这是基于Cube的Animation Clip,版本是Unity2018.2.0f,脚本是: using UnityEngine; public class Test : MonoBehaviour { // Use this fo...
You can specify how to handle loading errors with theparameter. If true, then the operation fails if it encounters an error loading any single asset. The operation and any assets that did successfully load are released. 译:您可以使用releaseDependenciesOnFailure参数指定如何处理加载错误。如果为true,...