在前面的示例中,与EnemyManagerComponent功能非常相似的静态类可以定义如下: usingSystem.Collections.Generic;usingUnityEngine;publicstaticclassStaticEnemyManager{privatestaticList<Enemy>enemies;publicstaticvoidCreateEnemy(Gameobjectprefab)(string[]names=("Tom","Dick","Harry"};GameObjectenemy=GameObject.Instantiate(p...
publicstaticclassDebug{privateconststring MConditionalDefine="DEBUG_LOG_ON";[System.Diagnostics.Conditional(MConditionalDefine)]publicstaticvoidLog(object message)=>UnityEngine.Debug.Log(message);} 需要注意的一点是,指定的符号必须能够被函数调用者引用。在#define中定义的符号的作用域将被限制在写入它们的文件...
using System.IO; using UnityEditor; public static class BuildAssetBundlesExample { public static bool BuildAssetBundles(string outputPath, bool forceRebuild, bool useChunkBasedCompression, BuildTarget buildTarget) { var options = BuildAssetBundleOptions.None; if (useChunkBasedCompression) options |= Bu...
usingSystem;usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;usingUnityEngine.Networking;publicstaticclassWebRequests{//WebRequests本身不继承MonoBehaviour,但调用IEnumerator协程需要MonoBehaviour//因此使用WebRequestsMonoBehaviour来调用StartCoroutineprivateclassWebRequestsMonoBehaviour:MonoBehaviour{}privat...
using UnityEngine;using UnityEditor;namespaceSK.Framework{[InitializeOnLoad]publicstaticclassUISelector{staticUISelector(){SceneView.duringSceneGui+=OnSceneGUI;}privatestaticvoidOnSceneGUI(SceneView sceneView){}}} 注意使用InitializeOnLoad属性,该属性应用的对象是静态构造函数,它可以保证在编辑器启动的时候调用...
public static class SpringGUIDefaultControls { public static GameObject CreateDatePicker( Resources resources ) { //GameObject calendar = CreateCalendar(resources); //在日期拾取器中我们会利用到上面创建的日历工具,所以这里直接调用方法创建即可。详细请看Github源码。
占用内存小,需要频繁使用的时候 99 1 2 3 4 5 6 7 8 9 10 11 12 13 14 publicclassSingLeton { privatestaticSingLetoninstance;privateSingLeton(){ instance=newSingLeton();} publicstaticSingLetonInstace { get{returninstance;} } } 2.懒汉模式 :第一次调用时才创建该单例对象 ● ...
using UnityEngine; public class StaticEventExample : MonoBehaviour { void Start() { Debug.Log("Registering quit function"); Application.quitting += Quit; } static void Quit() { Debug.Log("Quitting!"); } } 禁用域重新加载后,上面的示例在您每次进入运行模式时都会再次添加Quit方法。这会导致每次退...
public class BwUnityScripsCompiling:AssetPostprocessor { //private static List<string> BuildApk = new List<string>(); private static bool BuildApk = false; //private static bool BuildFinish = false; public static void StartBuildApk()
Using static允许使用静态函数,且无需键入其类名。 通过 using static,在需要使用同一类中的多个静态函数时,可节省空间和时间: C#复制 // .NET 3.5usingUnityEngine;publicclassExample:MonoBehaviour{privatevoidStart(){ Debug.Log(Mathf.RoundToInt(Mathf.PI));// Output:// 3} } ...