Expected results: The window is empty Actual results: "List is empty" is displayed in the windowReproducible with: 2021.3.30f1, 2022.3.10f1, 2023.1.14f1, 2023.2.0b11, 2023.3.0a6Reproducible on: Windows 11 22H2
EN有时unity会触发对象的任何构造函数,并在下一次更新时用默认值覆盖它。我想象当一个对象的检查器在...
(XmlElement child in elementList) { int id = 0; int.TryParse(child.GetAttribute("LevelId"), out id); if (id == LevelId) { child.SetAttribute("LevelId", LevelId.ToString()); child.SetAttribute("IsUnlock", IsUnlock.ToString()); child.SetAttribute("OwnedImageChipNumber", OwnedImageChip...
通过详细的理解Array、List、和Dictionaries 让你的游戏运行速度快十倍 目标: 这篇文章的主要目标是:过详细的理解Array、List、和Dictionaries,让你的游戏运行速度快十倍。 我应该使用Array吗?我应该使用List吗?噢 ,等等,或者使用Dictionaries? 为什么我的循环花了那么长时间呢? ? 在我代码中看不到任何的错误,那么...
在屏幕下方某处生成平台,同时作为角色死亡的判定位置。 创建Empty,reset并调整位置,添加BoxCollider2D,勾选isTrigger,调整box形状,将tag设置为Spikes,如图所示 创建随机生成平台脚本:用一个List来保存所有要生成的平台类型,设置生成平台的时间间隔spawnTime,以及生成平台的左右位置(左右各设置一个生成极值)。
widgetList) { panel->AddChild(widget); if (widget->index == 3) { UDropdownWidget* dropWidget = (UDropdownWidget*)widget; DropdownAttribute* dropAttribut = (DropdownAttribute*)(dropWidget->attribute); if (dropAttribut->Parent.IsEmpty()) continue; for (auto widget : widgetList) { if ...
public static void Process() { // ... while (_receiveList != null && !_receiveList.IsEmpty) { if (!_receiveList.TryDequeue(out Packet p) || p == null) continue; MirScene.ActiveScene.ProcessPacket(p); } if (CMain.Time > TimeOutTime && _sendList != null && _sendList.IsEmpty...
// Map.cs public class MapRespawn { protected static Envir Envir { get { return Envir.Main; } } public RespawnInfo Info; public MonsterInfo Monster; public Map Map; public int Count; public long RespawnTime; public ulong NextSpawnTick; public byte ErrorCount = 0; public List<RouteInfo> ...
orMyStruct, instead of using object. If putting these objects into a list, be sure to use a strongly typed list such asList<int>rather thanListorArrayList. Example of boxing in C# C# // boolean value type is boxed into object boxedMyVar on the heapboolmyVar =true;objectboxedMyVar = ...
When you load multiple assets in one operation, the order in which individual assets are loaded is not necessarily the same as the order of the keys in the list you pass to the loading function. 译:当您在一个操作中加载多个资产时,单个资产加载的顺序不一定与您传递给加载函数的密钥列表中的顺序...