{ ++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[...
// found point numbers, now find interpolation value between the two middle points i = Mathf.InverseLerp(distances[p1n],distances[p2n],dist); if (smoothRoute) { // smooth catmull-rom calculation between the two relevant points // get indices for the surrounding 2 points, because // four ...
class TwoPaneSplitView : VisualElement { // 定义UxmlFactory类, 用于在UXML里识别此类, 并在里面创建此类对应的Tag public new class UxmlFactory : UxmlFactory<TwoPaneSplitView, UxmlTraits> {} // UxmlTraits类用于在UXML文件里添加自定义的Attributes, 它们都可以在UI Builder里看到 public new class Uxml...
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. publicintGetMoveCost (HexCellfromCell,HexCelltoC...
The direction in which the player moves is relative to the player’s local space. To get a sense of this direction, select the Cube, then the Move Tool and view the z-axis direction. That’s the direction in which the player will move....
Editor Scripting can help you customize and extend the Unity editor to make it easier to use on your projects. This tutorial covers the basics of editor scripting, including building custom inspectors, gizmos, and other Editor windows.
anim.SetFloat("Look X",lookDirection.x);//给Animator中的参数赋值//Look X = lookDirection.x = moveVector.x = moveX = Input.GetAxisRaw("Horizontal") = 0、1、-1//Look X和Look Y为0、1、-1,在Blender Tree中,会根据Look X和Look Y的不同值,播放不同的动画anim.SetFloat("Look Y",lookDi...
Transform.Scale are both Vector3 objects. A Vector3 is simply a three-dimensional vector; in other words, it’s nothing more than three points—just X, Y and Z. Through these three simple values, you can set an object’s location and even move an object in the direction of a vector....
{++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 ...
{publicMonoBehaviour();///摘要://Disabling this lets you skip the GUI layout phase.publicbooluseGUILayout {get;set; }///摘要://Allow a specific instance of a MonoBehaviour to run in edit mode (only available//in the editor).publicboolrunInEditMode {get;set; }///摘要://Logs message...