取自UnityEngineObject.bindings.cs 代码语言:javascript 代码运行次数:0 运行 AI代码解释 publicstring name{get{returnGetName(this);}set{SetName(this,value);}}[FreeFunction("UnityEngineObjectBindings::GetName")]externstaticstringGetName([NotNull("NullExceptionObject")]Object obj); ...
Object.ToString public string ToString (); 戻り値 string The name returned by ToString. 説明 Returns the name of the GameObject.//This script changes Text to the name of the GameObject with the script attached //Attach this script to a GameObject //Attach a Text GameObject in the Inspe...
E/Unity: NullReferenceException: Object reference not set to an instance of an object. 1.4#节点销毁后mono回调 注:MonoBehaviour中重载了运算符==与!= 因此部分逻辑的表现比较特殊 参考文献: After the underlying component is destroyed, the C# object for the MonoBehaviour remains in memory until garbage...
public int Score; public int Age; public int CompareTo(object obj) { Student s = obj as Student; return Score.CompareTo(s.Score); } } static void Main(string[] args) { List<Student> list = new List<Student>(); list.Add(new Student() { Name = "小强", Score = 100 ,Age=22})...
o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // 4. setup UNITY_SETUP_INSTANCE_ID(i); // sample the texture ...
static bool DOTween.onWillLog<LogType,object> static bool DOTween.showUnityEditorReport static float DOTween.timeScale static bool DOTween.useSafeMode static bool DOTween.useSmoothDeltaTime static DOTween.SetTweensCapacity(int maxTweeners, int maxSequences) 应用于所有新创建的Tweens的设置 static bool DO...
装箱:避免在引用类型变量的位置传递值类型变量。这会创建临时对象以及伴随它的潜在垃圾(例如,int.i.=.123;.object.o.=.i)隐式地将值类型转换为类型对象。 协程:尽管yield不会产生垃圾,但创建新的WaitForSeconds对象会产生垃圾。缓存和重复使用WaitForSeconds对象,而不是在yield行中创建它。
- (void)callNative:(NSString *)params; @end __attribute__ ((visibility("default"))) @interfaceNativeCallProxy : NSObject // call it any time after UnityFrameworkLoad to set object implementing NativeCallsProtocol methods + (void)registerAPIforNativeCalls:(id<NativeCallsProtocol>) aApi; ...
(x => x.port).ToList(); node.UpdatePorts(); //在这里发现DynamPortList本身会将List缓存到rlc字典里,并且之后每次刷新,不会对list进行更改 ReorderableList list = null; Dictionary<string, ReorderableList> rlc; if (reorderableListCache.TryGetValue(serializedObject.targetObject, out rlc)) { if (!
Godot 中的非 String 数据在字符串拼接的时候不能自动转换成 String。 错误:"你有钱:" + 0 正确:"你有钱:" + str(0) 不过好在一般不会这样拼接字符串,而是用下面会介绍的字符串格式化。 强类型变量、类型注解 如果你是第一次接触弱类型语言,可能会感觉有点小爽(并不,语法补全屎一样)。