{Debug.Log(“奔驰”); { } public class Audi:Car {public override void Run() {Debug.Log(“奥迪”); { } //汽车类型 public enum CarType { Bmw, Benz, Audi } //工厂类 public class Factory {//创建汽车对象的方法,这里将3种汽车的实例化方法封装起来 public static Car Create(CarTypetype) ...
public static void ShowOverTimeMessageBox(string prefabName, string hintInfo, float hideTime = 2, Action overTimeAction = null) { MessageBox boxInfo = new MessageBox(ShowMessageBoxType.OverTime, "MessageBox/" + prefabName, hintInfo, null, null, null, null, overTimeAction, hideTime); } ///...
//异步执行,因Task本身会开启新线程所以直接调用即可publicTaskRunAsync(Actionaction){Taskt=newTask(action);t.Start(_scheduler);returnt;}//同步执行,使用 Task 提供的 RunSynchronously 方法publicTaskRunSync(Actionaction){Taskt=newTask(action);t.RunSynchronously(_scheduler);returnt;}//同步执行主线程方法//为...
这里的静态事件处理器是由Static event handlers翻译而来的。举个例子,就是public static event Action TestActionHandler; 当禁用域重载的时候,Unity 不会在运行模式退出的时候把静态事件处理器里面已经注册的方法删除。这会导致回调函数的多次执行,比如在第一次运行的时候,回调函数被正常注册,第二次运行...
/// [InitializeOnLoad]publicstaticclassEditorStatusWatcher{publicstaticActionOnEditorFocused;staticboolisFocused;staticEditorStatusWatcher()=>EditorApplication.update+=Update;staticvoidUpdate(){if(isFocused!=InternalEditorUtility.isApplicationActive){isFocused=InternalEditorUtility.isApplicationActive;if(isFocused){...
public Action<WebSocket, WebSocketFrameReader> OnAction_IncompleteFrame = null;public bool IsConnected { get { return m_WebSocket!=null&&m_WebSocket.IsOpen; } } public HTTPRequest HttpRequest { get { return m_WebSocket!=null ? m_WebSocket.InternalRequest : null; } } #region 单例 static ...
public static const int A=1;这段代码有错误么?是什么? const不能用static修饰。 请简述string字符串不可变性的原因? 在很多语言当中如C#中字符串string被设计成具有不可变性的。从系统优化方面考虑这样的设计好处主要由三点。 首先,它允许在一个字符串上执行各种操作,而不实际地更改字符串。
private static Camera _reflectionCamera; private RenderTexture _reflectionTexture; private readonly int _planarReflectionTextureId = Shader.PropertyToID("_PlanarReflectionTexture"); private int2 _oldReflectionTextureSize; public static event Action<ScriptableRenderContext, Camera> BeginPlanarReflections; ...
public class ClickOnListener : MonoBehaviour, IPointerClickHandler, IPointerDownHandler, IPointerUpHandler { #region Action public Action ActClick = delegate {}; public Action ActPress = delegate { }; public Action ActRelease = delegate { }; ...
public static void Register<T>( string eventName , Action<T> action ){} //注册事件 private static void register( string eventName ) { if (!Events.ContainsKey(eventName)) Events.Add(eventName, null); } //注销事件的重载方法 public static void UnRegister( string eventName , Action action ...