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publicScriptMachinemachine;[ContextMenu("Get Set Value")]publicvoidGetSetValue(){stringvarName="testInt";inttestInt=5;vargraphRef=GraphReference.New(machine,true);vargraph=Variables.Graph(graphRef);// 获取变量vart=graph.Get<int>(varName);Debug.Log("get "+t);// 赋值graph.Set(varName,testI...
OnEventRaised -= StartNewGame; } private void StartNewGame() { // load level logic here… } } 你可以创建一个不需要任何脚本设置的MB来构建对游戏设计师和艺术家更友好的监听组件。这个VoidEventListener不需要添加额外功能,可以直接在Inspector中访问字段。 public class VoidEventListener : MonoBehaviour...
[Serializable] public class SerializeFieldData { public string VarName; //变量名 public GameObject[] Targets;//关联的GameObject public string VarType; //变量类型FullName,带有名字空间 public bool Foldout; //列表展开 public string VarPrefix;//变量private/protect/public public string VarSampleType;//...
CharacterClass; [SerializeField] PhysicsWrapper m_PhysicsWrapper; public ActionState actionState1 { get; private set; } public ActionState actionState2 { get; private set; } public ActionState actionState3 { get; private set; } public System.Action action1ModifiedCallback; ServerCharacter m_...
public class EnemyHealth : MonoBehavior private EnemyAI _enemyAI; // Use this for initialization. void Start () { // Get a ref to the EnemyAI script component on this game object. var enemyAI = this.GetComponent<EnemyAI>(); }
[UnityTest] public IEnumerator MonoBehaviourTest_Works() { yield return new MonoBehaviourTest<MyMonoBehaviourTest>(); } public class MyMonoBehaviourTest : MonoBehaviour, IMonoBehaviourTest { private int frameCount; public bool IsTestFinished { get { return frameCount > 10; } } void Update() { ...
publicreadonly struct GenericOnlyStruct<T>:IEquatable<T>whereT:IEquatable<T>{privatereadonlyT_value;publicGenericOnlyStruct(Tvalue){_value=value;}publicboolEquals(Tother){varresult=_value.Equals(other);returnresult;}} 通过使用where子句(泛型类型约束)将T可以接受的类型限制为那些实现了IEquatable的类型...
private double length; // 线条的长度 public Line() { Console.WriteLine(“对象已创建”); } public void setLength( double len ) { length = len; } public double getLength() { return length; } static void Main(string[] args) {
privateasyncAwaitable<float>DoSomeHeavyComputationInBackgroundAsync(){awaitAwaitable.BackgroundThreadAsync();// do some heavy math herereturn42;// this will make the returned awaitable complete on a background thread}publicasyncAwaitableStart(){varcomputationResult=awaitDoSomeHeavyComputationInBackground...