for (int j = property.arraySize - 1; j >= 0; j--) { string propertyName = property.GetArrayElementAtIndex(j).displayName; //string propertyName = property.GetArrayElementAtIndex(j).FindPropertyRelative("first").
private void Example(Entity e, Entity otherEntity) { EntityCommandBuffer ecb = new(Allocator.TempJob); // Record a command to remove the MyElement dynamic buffer from an entity. ecb.RemoveComponent<MyElement>(e); // Record a command to add a MyElement dynamic buffer to an existing entity...
foreach(variteminpaths){MaterialtempMat=AssetDatabase.LoadAssetAtPath<Material>(item);SerializedObjectm_serializedObject=newSerializedObject(tempMat);//贴图信息再mtexEnvs下SerializedPropertym_properties=m_serializedObject.FindProperty("m_SavedProperties.m_TexEnvs");for(inti=0;i<m_properties.arraySize;i++...
// Since we can't resize builtin arrays // we have to recreate the array to resize it values = new float[10]; // assign the second element values[1] = 5.0F; } } ビルトイン配列はパフォーマンスが重要なスクリプトでは便利です( Unity の Javascript やビルトイン配列では mesh イ...
Many more instructions are needed to perform this operation than, for example, accessing an element from an array by index. Again, when we consider an individual example we are talking about a tiny amount of time, but it is important to understand that some operations result in more ...
for (int i = 0; i < m_Shaders.arraySize; ++i) { SerializedProperty pair = m_Shaders.GetArrayElementAtIndex(i); SerializedProperty first = pair.FindPropertyRelative("first"); SerializedProperty second = pair.FindPropertyRelative("second");//ShaderInfo ...
if (removeIndex >= 0 && points.arraySize > 4) { points.DeleteArrayElementAtIndex(removeIndex); spline.ResetIndex(); }Remember to set removeIndex to -1, otherwise we will delete a point every frame! Also, to persist the changes we must must call ApplyModifiedProperties. ...
// If so, remove from the serialized component array prop.DeleteArrayElementAtIndex(j-r); // Increment removed count r++; } } // Apply our changes to the game object serializedObject.ApplyModifiedProperties(); //这一行一定要加!!!
当您需要查找job中另一个entity的缓冲区数据时,可以将BufferFromEntity变量传递给作业。 BufferFromEntity<MyBufferElement> lookup = GetBufferFromEntity<MyBufferElement>(); var buffer = lookup[entity]; buffer.Add(17); buffer.RemoveAt(0); 1. 2. 3. 4. SystemBase Entities.ForEach访问缓冲区 通过将缓...
logs.RemoveRange(0, amountToRemove); } #endif } } 我在代码最前面添加了宏定义,使用的时候屏蔽此宏定义即可。 2.怎么使用呢? 恩。我写的使用很简单。 随便写个C#代码,在Update中测试的。 // Update is called once per frame voidUpdate () ...