// get nearest two points, ensuring points wrap-around start & end of circuit p1n = ((point-1) + numPoints) % numPoints; p2n = point; // found point numbers, now find interpolation value between the two middle
// get nearest two points, ensuring points wrap-around start & end of circuit // 得到最近的两个点,确保点环绕电路的开始与结束 p1n = ((point - 1) numPoints)%numPoints; p2n = point; // found point numbers, now find interpolation value between the two middle points // 发现点的数目,现在...
{ ++point; } // get nearest two points, ensuring points wrap-around start & end of circuit p1n = ((point - 1) + numPoints) % numPoints; p2n = point; // found point numbers, now find interpolation value between the two middle points i = Mathf.InverseLerp(distances[p1n], distances[...
{++point;}// get nearest two points, ensuring points wrap-around start & end of circuitp1n=((point-1)+numPoints)%numPoints;p2n=point;// found point numbers, now find interpolation value between the two middle pointsi=Mathf.InverseLerp(distances[p1n],distances[p2n],dist);// smooth ...
通过将flexDirection属性设置为row,可以把layout从竖直变为水平分布 如果想要在已有的element的位置上做偏移,使用relative positioning 如果想让一个element像一个anchor一样,保持其与parent的位置关系,使用absolute positioning,不会影响其他的element和parent的布局 The UXML format UXML是一种文本文件,它定义了UI的逻辑结...
Add a publicGetMoveCostmethod toHexUnitto determine the move cost. It needs to know which cells the movement is between as well as the direction. Copy the relevant move-cost code fromHexGrid.Searchinto this method and adjust the variable names. ...
privateVector2lookDirection=newVector2(1,0);//玩家朝向,默认向右Vector2moveVector=newVector2(moveX,moveY);//移动方向if(moveVector.x!=0||moveVector.y!=0)//移动方向不为0时,即在移动时{lookDirection=moveVector;//Ruby朝向与移动方向相同}Animatoranim;//获取Animator组件 ...
IsOutside = view.x < 0 || view.x > 1 || view.y < 0 || view.y > 1; if (mouseIsOutside) return; var points = serializedObject.FindProperty("points"); if (Event.current.shift) { if (spline.closed) ShowClosestPointOnClosedSpline(points); else ShowClosestPointOnOpenSpline(points)...
o.worldDirection = mul(unity_ObjectToWorld, v.vertex).xyz - _WorldSpaceCameraPos; // Save the clip space position so we can use it later. // This also handles situations where the Y is flipped. float2 suv = o.vertex * float2( 0.5, 0.5*_ProjectionParams.x); // Tricky, constants li...
第二行outputcontrolpoints则表示输出控制点的数量,3对应三角形的三个顶点。 第三行outputtopology表示细分后图元的拓扑结构,triangle_cw意思是输出三角形的顶点按照顺时针排序,正确的顺序可以确保表面正面朝外。triangle_cw(顺时针环绕三角形)、triangle_ccw(逆时针环绕三角形)、line(线段) ...