放到示例行为树上来说就是当PlayerInView为TRUE时,不论GoToSomeWhere的子节点执行状态如何,我们都要立刻执行FollowPlayer下的子节点,即当NPC发现了Player,那么不论当前NPC是在Wait还是在MoveTo,都要立即执行Follow,这样才符合逻辑
publicvoidsendMessageToUnity(StringgameObject,Stringmethod,Stringvalue) {if(TextUtils.isEmpty(gameObject) ||TextUtils.isEmpty(method)) {printLog("sendMessageToUnity failed: gameObject or method is empty.");return; }if(value ==null) value ="";UnityPlayer.UnitySendMessage(gameObject, method, value...
keyboard = TouchScreenKeyboard.Open("text to edit"); 您可以使用傳入函TouchScreenKeyboard.Open式的其他參數來控制鍵盤的行為(例如設定佔位元文字或支援自動更正)。 如需參數的完整清單,請參閱Unity 的檔。 擷取具類型的內容 只要呼叫keyboard.text即可擷取內容。 您可能想要擷取每個畫面的內容,或只在鍵盤關閉時擷...
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class InventoryManager : Singleton<InventoryManager> { private Dictionary<int, ItemDetails> itemDetailsDictionary; //通过itemDetails上的itemCode(int类型)的值寻找对应的itemDetails public List<InventoryItem>[...
这样排列链接节点就可以实现,当Player在视野范围内即PlayerInView为真时Follow跟随;当Player不在视野范围内即PlayerInView为假时GoToSomeWhere执行,设置目的地SetDestination、等待几秒Wait、然后移动到目的地MoveTo,这就是这课行为树简单的逻辑。 不理解上面说的也没关系,接下来我们详细说明各部分。上述提到了两个控制...
The documentation is provided here to support legacy projects that use the old Input Manager and Input class. For new projects you should use the newer and Input System Package. (read more).Each entry represents a status of a finger touching the screen.using UnityEngine;...
// The value of GUI.color is set to what it was when the window // was created in the code above. void DoMyWindow(int windowID) { if (GUI.Button(new Rect(10, 20, 100, 20), "Hello World")) { print("Got a click in window with color " + GUI.color); } // Make the ...
禁用Read/Write Enabled选项:当这个选项被启用时,会在CPU和GPU内复制两份内存地址,会导致纹理所占内存大小的翻倍(When enabled, this option creates a copy in both CPU- and GPU-addressable memory, doubling the texture’s memory footprint)。在大多数情况下,禁用这个选项。假如你需要在运行时去生成纹理,可以...
[SerializeField] private GUIText _scoreText; void Start() { if (_scoreText == null) { Debug.LogError("Missing the GuiText reference. "); } } public int Score { get { return _score; } set { _score = value; // Update the score on the screen _scoreText.text = string.Format("...
//Debug.Log("hello"); this.name ="Manager"; GetData (); } /// /// 通过调用android中的方法获取name,并为label赋值 /// voidGetData(){ AndroidJavaClass jc =newAndroidJavaClass ("com.unity3d.player.UnityPlayer"); AndroidJavaObject jo = jc.GetStatic("currentActivity"); ...