一、基本概念 1 SerializeField:Force Unity to serialize a private field.You will almost never need this. When Unity serializes your scripts, it will only serialize public fields. If in addition to that you also want Unity to serialize one of your private fields you can add the SerializeField ...
GetOrAdd(files[0], out HashSet<string> fileDependencies); // Grab the list of object references for the asset or scene and add them to the forward dependencies hash set for this file (write command) if (m_DependencyData.AssetInfo.TryGetValue(asset, out AssetLoadInfo assetInfo)) object...
所以在创建Image组件时,它的位置需要根据对应的物品资源在当前背包的BackPack这个List里的位置索引来决定,直接来写出GetPosition方法,返回Vector3的位置值:public Vector3 GetPosition(int index) { Vector3 pos = new Vector3(X_Start + X_SPACE_BETWEEN_ITEM * (index % NUMBER_OF_COLUMN),Y_Start - Y_...
第三步:导入ILRuntime插件 在Unity项目中,我们需要导入ILRuntime插件。ILRuntime是一个开源的热更新解...
I don't know how to get the List of Resources used in a particular Scene. You can't do this and please don't spend so much time trying to do so because: 1. Once you place a resource file in the Resources folder, it will ways be included in the final build. 2. Calling Resources...
进行 单个元素的赋值="updateItem"> public void InitList(int count, UpdateListItemEvent updateItem) { //记录有多少个item m_ListCount = count; m_UpdateItemEvent = updateItem; m_ContentItemParent.transform.localPosition = Vector2.zero; if (IsHorizontal) { //计算有多少行,用于计算出总高度 m_C...
【10.Scripts】该目录用于存放项目中的各类脚本文件 【11.Others】该目录用于存放存放暂时不知道如何归类的资源文件 【12.Textures】该目录用于存放 动态纹理贴图 RenderTexture 【22.Client】该目录用于存放 战斗编辑器相关文件 【Editor】:该目录下的代码可调用Unity Editor 的API,存放扩展编辑器的代码。编译时不会被...
在Scripts文件夹下创建Editor文件夹,在Editor文件夹下新建C#文件LocalizedTextEditor。 LocalizedTextEditor: usingSystem.IO;usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;usingUnityEditor;publicclassLocalizedTextEditor:EditorWindow{publicLocalizationDatalocalizationData;// The LocalizationData we cu...
AssetBundleBuild(); privateList<string> assets = new List<string>(); privateList&...
A list of methods that were called at run time, organized as a last-in-first-out stack. overhead: The amount of supporting code that the Profiler needs to run. This overhead might affect the performance of your application.物理术语 包围体积 (Bounding volume)*: A closed shape representing...