1//2//摘要:3//Register a type mapping with the container.4//5//参数:6//container:7//Container to configure.8//9//injectionMembers:10//Injection configuration objects.11//12//类型参数:13//TFrom:14//System.Type that will be requested.15//16//TTo:17//System.Type that will actually ...
As the class is a Generic, you need to specify the type of the MonoBehaviour that it should hold. For example: public class EnemyAttackState: SceneLinkedSMB<Enemy> Initialize on every GameObject with an animator using that state. In the above example, we could add the following line to ...
//EditorWindowTest.cs public class EditorWindowTest : EditorWindow { [MenuItem("Example/Display simple Window")] static void Initialize() { EditorWindowTest window = (EditorWindowTest)EditorWindow.GetWindow(typeof(EditorWindowTest), true, "My Empty Window"); } } 1. 2. 3. 4. 5. 6. 7....
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.
("UI/CommonUI/BrowserInputFieldPanel").browserInputFieldTemplate; } } #region Overrides protected override void Initialize() { } protected override void UnInitialize() { } #endregion #region Mono Funcs private void Update() { CheckWebInput(); } #endregion #region Main Funcs public void Add...
public override bool Initialize() { #if UNITY_INPUT_SYSTEM InputLayoutLoader.RegisterInputLayouts(); #endif #if UNITY_INPUT_SYSTEM #if UNITY_EDITOR [InitializeOnLoad] #endif static class InputLayoutLoader { static InputLayoutLoader() { RegisterInputLayouts(); } public static void RegisterInput...
var serializedObject = ctx.SerializedObject;// Construct and initialize and new player object from the stream. This will copy in all fields that match.var player = ctx.Read<Player>(serializedObject);if(serializedVersion ==0) {// In the original version 0 we had the position stored as 'x' ...
default implementation will wrapActuatorComponent.CreateActuatorin an array and return that. (#4899) InferenceDevice.Burstwas added, indicating that Agent's model will be run using Barracuda's Burst backend. This is the default for new Agents, but existing ones that useInferenceDevice.CPUshould upd...
(range+1));InitializeBuffers();}privatevoidInitializeBuffers(){// Argument buffer used by DrawMeshInstancedIndirect.uint[]args=newuint[5]{0,0,0,0,0};// Arguments for drawing mesh.// 0 == number of triangle indices, 1 == population, others are only relevant if drawing submeshes.args[...
Use this to initialize plugin or throw exception if impossible. /// void Initialize( IInitializationContext context ); /// /// Attempt to translated the provided untranslated text. Will be used in a "coroutine", /// so it can be implemented in an asynchronous fashion. /// IEnumerator...