bindingSet.Bind(arrayBinding.AsArray<float>()).For(v => v[0]).To(vm => vm.Hero.MoveSpeed); bindingSet.Bind(arrayBinding.AsArray<float>()).For(v => v[1]).To(vm => vm.Hero.AttackSpeed); //使用文本模版(TemplateTextMeshProUGUI)绑定,直接将一个对象绑定到模板的Data属性上即可。 //...
Int/float/Range用浮点值表示,也就是float、half或者fixed,根据自己需要的精度来定义。 Vector/Color用float4、half4或者fixed4表示。 2D类型用sampler2D表示。 3D类型sampler3D表示。 CUBE类型用samplerCUBE表示。 单个浮点数值比较好理解,像Vector与Color的float4要如何理解呢? 其实不管是Vector还是Color,都是由四...
AI代码解释 using UnityEngine;using System.Collections;using UnityEngine.Networking;// 必须继承NetWorkBehaviourpublicclassPlayer_NetworkStep:NetworkBehaviour{[SyncVar]// 用来标记同步成员变量,可以是任何基本数据类型,但不能是类、列表或其他集合Vector3 synsPos;publicTransform myTransform;publicfloat lerpRate=15;v...
// Handles.cs public class HandlerClass : MonoBehaviour { public float value = 7.0f; public Vector3 targetPosition; public void Update() { transform.LookAt(targetPosition); } } // HandlerClassEditor.cs [CustomEditor(typeof(HandlerClass))] public class HandlerClassEditor : Editor { public void...
(float3 n0, float3 n1, float3 p0, float3 p1) { float3 d = p1 - p0; float v = 2.0 * dot(d, n0 + n1) / dot(d, d); return normalize(n0 + n1 - v * d); } [domain("tri")] [partitioning("integer")] // 整数分割 向上取整 [outputtopology("triangle_cw")] [patch...
_Integer("整数(新版)", Integer) = 1 _Int("整数(旧版)", Int) = 1 _Float("浮点数", Float) = 0.5 _FloatRange("浮点数滑动条", Range(0.0, 1.0)) = 0.5 // Unity包含以下内置纹理, 可以直接填充 // “white”(RGBA:1,1,1,1) ...
if (property.propertyType == SerializedPropertyType.Float) { EditorGUI.Slider(position, property, range.min, range.max, label); } else if (property.propertyType == SerializedPropertyType.Integer) { EditorGUI.IntSlider(position, property, Convert.ToInt32(range.min), Convert.ToInt32(range.max),...
Number to Number (e.g. integer to float and vice versa) Base Class to Child Class Child Class to Base Class Custom Operators (e.g. from Vector 2 to Vector 3) Game Object to Child Component Component to Parent Game Object Component to Sibling Component ...
Most platforms have a fixed shadow map format that you can’t adjust. These vary in format, and can be 16-bit, 24-bit, or 32-bit, and can also be either float- or integer-based. 32-bit shadow maps give higher quality shadows than 16-bit, but use increased memory and bandwidth on...
are parsed to doubles./// publicstaticclassJson{privateenumDataType{Int,Float,Boolean,String,Array,Object,Unknown}privatestaticJson.DataTypecheckObjectType(object obj){if(obj is string){returnJson.DataType.String;}if(obj is int){returnJson.DataType.Int;}if(obj is float){returnJson.D...