LoopType.Incremental: 每次循环结束时,其endValue和startValue之间的差异将被添加到endValue中,从而创建随每个循环而增加其值的Tweens。此循环类型仅适用于Tweeners. SetRecyclable(bool recyclable) 作用:设置是否可以被回收,设置为true,可以在被销毁后再循环,否则就会被销毁 SetRelative(bool isRelative = true) 作用...
y);}staticboolCompareBaseObjects(UnityEngine.Object lhs,UnityEngine.Object rhs){bool lhsNull=((object)lhs)==null;bool rhsNull=((object)rhs)==null;if(rhsNull&&lhsNull)returntrue;if(rhsNull)return!IsNativeObjectAlive(lhs);if(lhsNull)return!IsNativeObjectAlive(rhs);returnlhs.m_InstanceID==rhs...
//set initial size based on waypoint count if (path.PointCount > 0) { //draw line Vector3 lastpos = path.GetPoint(0); for (int i = 1; i < path.PointCount; i++) { Vector3 point = path.GetPoint(i); Gizmos.DrawLine(lastpos, point); lastpos = point; } //draw anchor for (...
using UnityEngine; using System.Collections; public class DoWhileLoop : MonoBehaviour { void Start() { bool shouldContinue = false; do { print ("Hello World"); }while(shouldContinue == true); } } ③ForLoop 功能:利用可控数量的迭代创建循环,ForLoop会先检查循环中的条件,如果符合条件,就执行循环...
Vector3 enemyDir = enemyPos - transform.position;//注意左手系的叉乘是左手定则boolisLeft = Vector3.Cross(enemyDir, leftBound).y >0?true:false;boolisRight = Vector3.Cross(RightBound, enemyDir).y >0?true:false; Debug.Log("isLeft:"+ isLeft +"isRight"+ isRight);return!isLeft && !is...
//如果没有拖拽了 开始惯性停靠if(!isDraging&&!m_IsAutoMoving){//递减速率m_DragVelocity*=Mathf.Pow(DecelerationRate,deltaTime);//判断距离是否到达最大和最小值 如果不需要继续移动就直接开始停靠逻辑boolneedMove=MoveType==ScrollMoveType.Loop||MoveType==ScrollMoveType.Fixed?true:DragCurrentDistance>0...
static void FindMissingPrefab(GameObject go, string name, bool isRoot, bool recursive = true) { if (.Contains("Missing Prefab")) { Debug.LogError($"1. {name} has missing prefab {}", go); return; } if (PrefabUtility.IsPrefabAssetMissing(go)) { Debug.LogError($" ...
For example, you can set an override to the visual effect used for each footstep depending on which surface the footstep lands on. In the case of the VFXController shipped with this project, you can see an example of that on the DustPuff VFX that uses an override for when the Player ...
在这种情况下,点被绘制了两次,第一次是在 Shadows.Draw 下,第二次是在 RenderLoop.Draw 下。一个显著的区别是,动态批处理似乎对阴影贴图不起作用,这也解释了为什么动态批处理对 URP 效果较差。此外,我们最终使用了 22 个批次,而不是只有 12 个批次,这表明 URP 材质比标准 BRP 材质依赖更多的网格顶点数据,...
void Update() { for(int i = 0; i < myArray.Length; i++) { if(exampleBool) { ExampleFunction(myArray[i]); } } } With a simple change, the code iterates through the loop only if the condition is met. void Update() { if(exampleBool) { for(int i = 0; i < myArray.Le...