using UnityEngine;using UnityEngine.Localization.Settings;publicclassLanguageManager:MonoBehaviour{publicvoidSwitchChinese(){LocalizationSettings.SelectedLocale=LocalizationSettings.AvailableLocales.Locales[0];}publicvoidSwitchEnglish(){LocalizationSettings.SelectedLocale=LocalizationSettings.AvailableLocales.Locales[1];}}...
publicclassUnrefactoredPlayer:MonoBehaviour{[SerializeField]privatestringinputAxisName;[SerializeField]privatefloatpositionMultiplier;privatefloatyPosition;privateAudioSourcebounceSfx;privatevoidStart(){bounceSfx=GetComponent<AudioSource>();}privatevoidUpdate(){floatdelta=Input.GetAxis(inputAxisName)*Time.deltaTime;...
AI代码解释 using System.Collections;using System.Collections.Generic;using System.IO;using UnityEngine;publicclassDataManager:MonoBehaviour{publicstaticDataManager Instance;string m_JsonContent;//临时文档数据RootData m_JsonData;//临时接收JSON解析数据//数据保存到这个List里面,其他脚本就可以调用到了publicList...
LoadDependence(stringabName,stringabPath){AssetBundleassetBundle=AssetBundle.LoadFromFile(abPath);AssetBundleManifestmanifest=assetBundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest");string[]dependencies=manifest.GetAllDependencies(abName);foreach(stringdependencyindependencies){vardePath=Path.Combine(assetBundl...
text.text="";switch(textList[index]) {case"A": Image.sprite=face1; index++;break;case"B": Image.sprite=face2; index++;break; }intletter =0;while(!cancelTyping && letter <textList[index].Length -1){ text.text+=textList[index][letter]; ...
stringname="Tom"; 在C# 的变量声明之前还可以添加访问修饰符: private(默认修饰符),只能在本类中访问。 protected,只能在类或派生类中访问。 internal,只能在本项目中访问。 如果想让脚本中定义的变量在 Unity 3D 中的Inspector面板上显示,必须用public修饰。
string path = string.Empty; switch( Application.platform ) { case RuntimePlatform.Android: path = m_Path.AppendFormat( "jar:file://{0}!/assets/", Application.dataPath ).ToString(); break; case RuntimePlatform.IPhonePlayer: path = m_Path.AppendFormat( "file://{0}/Raw/", Application.data...
Log.Write(GetType()+ string.Format("/LoadUIForms()/ baseUIForm==null!,请先确认克隆对象上是否加载了BaseUIForms的子类。参数 strUIFormsName='{0}' ", strUIFormsName), Log.Level.High); returnnull; } switch(baseUIForm.CurrentUIType.UIForms_Type) ...
stringdir ="AssetBundles"; if(!Directory.Exists(dir)) { //2.在工程根目录下创建dir目录 Directory.CreateDirectory(dir); } //3.构建AssetBundle资源,AB资源包是一个压缩文件,可以把它看成是一个压缩的文件夹,里面 //可能包含多个文件,预制件,材质,贴图,声音。
public static void SwitchScene(string sceneName) { UnloadScene(UnityEngine.SceneManagement.SceneManager.GetActiveScene().name); LoadScene(sceneName); } } 创建ResourceManager 再创建一个ResourceManager的脚本文件,并添加到空物体上作为资源管理器。在ResourceManager中,我们可以定义一些资源的加载、卸载、缓存的方...