在SetQuestStateOverride方法中,联系主服务器以确认允许玩家设置请求的状态。如果是,调用QuestLog.DefaultSetQuestState(),它将在本地设置quest状态,更新跟踪器,并通知侦听器。 在CurrentQuestStateOverride方法中,联系主服务器以确认玩家的权威任务状态。此方法的使用可能比SetQuestStateOverride更复杂。与主服务器的通信通...
在SetQuestStateOverride方法中,联系主服务器以确认允许玩家设置请求的状态。如果是,调用QuestLog.DefaultSetQuestState(),它将在本地设置quest状态,更新跟踪器,并通知侦听器。 在CurrentQuestStateOverride方法中,联系主服务器以确认玩家的权威任务状态。此方法的使用可能比SetQuestStateOverride更复杂。与主服务器的通信通...
So, you have your textures ready for animation. You may be using the publicly available SpriteManager script, the paid version, or Unity’s own new version, in which case frame advances should be pretty second nature. Let’s say you’re using 2D planes and textures for now though. It’s...
A build started with BuildContent uses the variable settings of the active Profile. To set the active Profile as part of your customized build script, assign the ID of the desired profile to the activeProfileId field of the AddressableAssetSettingsDefaultObject.Settings object. 译:要设置活动配置...
Condition 条件: Variable[“VisitedParis”] == true 变量(“VisitedParis”) = = true 对话提前一层评估条件 对话系统在对话之前对链接进行额外的一级评估。 它必须这样做,以正确处理某些继续按钮模式。 这意味着,如果你在一个节点设置一个值(例如,节点),然后你不能检查它在下一个节点(节点B)因为对话系统将...
using UnityEngine; using System.Collections; public class LevelScript : MonoBehaviour { public int experience; public int Level { get { return experience / 750; } } } LevelScriptEditor using UnityEngine; using System.Collections; using UnityEditor; [CustomEditor(typeof(LevelScript))] public clas...
usingNewtonsoft.Json;usingUnityEngine;publicclassJSONTest:MonoBehaviour{classEnemy{publicstringName{get;set;}publicintAttackDamage{get;set;}publicintMaxHealth{get;set;}}privatevoidStart(){stringjson=@"{ 'Name': 'Ninja', 'AttackDamage': '40' ...
The Global Illumination Area is another new Area in Unity 2017, and gives us a fantastic amount of detail into Unity's Global Illumination (GI) systemBest approaches to performance analysisVerifying script presenceSometimes, there are things we expect to see, but don't. These are usually easy ...
This is another example of something that looks like a variable but is in fact an accessory. In this case, the accessor calls an internal function similar to Find() behind the scenes. Camera.main, therefore, suffers from the same problem as Find(): it searches through all GameObjects and...
[change] ChangestempRetfrom a local variable inInterpreter::Executeto a local variable inCallDelegateInvoke_xxx, reducing the possibility of stack overflow when nesting is too deep. 5.0.0 Release Date: 2024-1-26. Runtime [new] Restores support for 2019. ...