privateDateTimeGetTime(stringtimeStamp){ DateTime dtStart = TimeZone.CurrentTimeZone.ToLocalTime(newDateTime(1970,1,1));//时间戳起始点转为目前时区longlTime =long.Parse(timeStamp +"0000000");//转为long类型TimeSpan toNow =newTimeSpan(lTime);//时间间隔returndtStart.Add(toNow);//加上时间间隔...
比如Time.time表示从游戏运行到现在的时间,Time.deltaTime表示从上一帧到当前帧的时间,以秒为单位,通常移动的代码会用Time.deltaTime做平滑处理,让每一帧移动的距离都是合理的。 DateTime类 图中,小红旗标识的为只读值,蓝色为函数。 代码演示: using System; using UnityEngine; public class TestTime : MonoBehav...
String currentTime ="QUERY TIME ORDER".equalsIgnoreCase(body)? newDate(System.currentTimeMillis()).toString():"BAD ORDER"; ByteBuf resp = Unpooled.copiedBuffer(currentTime.getBytes()); ctx.write(resp); } @Override publicvoidchannelReadComplete(ChannelHandlerContext ctx)throwsException { ctx.flush(...
{//精确到毫秒//return new DateTimeOffset(DateTime.UtcNow).ToUnixTimeSeconds();returnnewDateTimeOffset(DateTime.UtcNow).ToUnixTimeMilliseconds(); }///<summary>///时间戳转为C#格式时间///TimeTool.GetTime(TimeTool.ConvertDateTiemp(DateTime.Now).ToString())///</summary>///<param name="timeStamp...
// 时间戳 转换为时间 毫秒publicstaticDateTimeMilliStampToDateTime(string timeStamp){DateTime startTime=TimeZone.CurrentTimeZone.ToLocalTime(newDateTime(1970,1,1));long mTime=long.Parse(timeStamp+"0000");//long mTime = long.Parse(timeStamp);TimeSpan toNow=newTimeSpan(mTime);//Debug.Log("\...
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"com.unity-atoms.unity-atoms-input-system" ] } ], "dependencies": { ... "com.unity-atoms.unity-atoms-core": "4.5.0", "com.unity-atoms.unity-atoms-base-atoms": "4.5.0", "com.unity-atoms.unity-atoms-fsm": "4.5.0", "com.unity-atoms.unity-atoms-mobile": "4.5.0", "com.unit...
using LitJson;using System.Collections;using System.Collections.Generic;using System.IO;using UnityEngine;using UnityEngine.Networking;using UnityEngine.UI;publicclassJsonRead:MonoBehaviour{publicPeople[]p;publicPeople p1,p2,p3;publicText[]nameA;publicText[]ageA;publicRawImage[]imgA;voidStart(){p=newPe...
最近马三在工作中经常使用到了lua 中的 os.date( ) 和 os.time( )函数,不过使用的时候都是不得其解,一般都是看项目里面怎么用,然后我就模仿写一下。今天正好稍微有点空闲时间就好好地收集了一下相关资料并学习了一下,并将学习结果记录成此博客。
You should not use standard new System.Progress<T>, because it causes allocation every time. Use Cysharp.Threading.Tasks.Progress instead. This progress factory has two methods, Create and CreateOnlyValueChanged. CreateOnlyValueChanged calls only when the progress value has changed....