Range(0, 100)); } intDictionary[iterations - 1] = 111; } private void SearchInList(int value) { #region FIND_IN_LIST stopWatch.Start(); int index = intList.FindIndex(item => item == value); stopWatch.Stop(); UnityEngine.Debug.Log("Index " + index); UnityEngine.Debug.Log("...
private List<TabBtnGroup> m_TabBtnsList = new List<TabBtnGroup>(); //对应每个按钮存在的委托事件(按键索引对应委托传进去的值) private List<Action <int> > ClickCallBacks = new List<Action<int>> (); //当前TabBTN的索引 private int m_CurTabBtnIndex = 0; //创建Stack存贮以前的点击索引 priv...
2)data/index.js: A.getWxGameData函数改为如下 functiongetWxGameData(item){letsource;try{source=JSON.parse(item.KVDataList[0].value);}catch(e){source={wxgame:{score:0,update_time:getCurrTime(),},};}// return source.wxgame;returnsource;} B.以下3个函数新增参数showType及相应的改动,详见如...
Start中,初始化BagData数据;加载背包;根据index修改content中box的名称(上面我改成正则表达式提取数字,这里可以不用改了); using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class BagPanel : InventoryPanel { private static BagPanel insta...
publicvirtualTthis[intindex] { get { //取位于某个位置的单元 if(index < 0 || index >= m_length) { thrownewInvalidOperationException(); } returnm_items[index]; } set { //设置位于某个位置的单元 if(index < 0 || index >= m_length) ...
private List<Grid> GetNeighbors(Vector2Int nodeIndex){ List<Grid> neighbors = new List<Grid>(); foreach (Vector2Int currentDirection in AllDirections) { Grid currentNeighbor = GridRelativePosition(nodeIndex, currentDirection); if (currentNeighbor != null) neighbors.Add(currentNeighbor); } ...
这是和List等容器不一样的地方。 4.2 常用容器的数据结构及增长方式 List、Stack、Queue:这几个容器都是维护着一个一定容量的数组,当添加数据时,如果数组长度小于添加后的长度,容器容量会增长,方式大概如下: 1 2 3 4 5 6 if(Count + 1 < array.Length) ...
/// /// <returns></returns> public Vector3 GetPoint(int index) { if (index < 0) index = 0; //empty if (anchors.Count < 1) { return Vector3.zero; } //line else if (anchors.Count < 3) { index %= anchors.Count; return...
cursorIndex文本输入字段中的当前光标位置索引。 doubleClickSelectsWord控制是否能通过双击选择鼠标光标下的文字。 isDelayed如果设置为 true,则在用户按 Enter 键或文本字段失去焦点之前,不会更新值属性。 isPasswordField如果字段用于编辑密码,则返回 true。
stitchLightmapSeamsWhen enabled, seams in baked lightmaps will get smoothed. (Editor only) subMeshStartIndexIndex of the first sub-mesh to use from the Mesh associated with this MeshRenderer (Read Only). Inherited Members Properties PropertyDescription ...