using UnityEngine;using Photon.Pun;//导入Photon命名空间using Photon.Realtime;publicclassPhotonConnect:MonoBehaviour{voidStart(){//初始化版本号PhotonNetwork.ConnectUsingSettings();PhotonNetwork.GameVersion="1";}//按钮事件 创建房间publicvoidBtn_CreateRoom(string _roomName){//设置房间属性RoomOptions m_Ro...
{ _numTests =1; } _watch = Stopwatch.StartNew(); } // automatically called when the 'using()' block ends public void Dispose(){ _watch.Stop(); float ms =watch.ElapsedMilliseconds; UnityEngine.Debug.Log( string.Format("{ 0}finished:{1:0.00}"+ "milliseconds total,{2:0.000000}...
(transform , m_Camera.transform); } // Update is called once per frame private void Update() { //视角控制 RotateView(); // the jump state needs to read here to make sure it is not missed //跳转状态判断 if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); ...
Note:RequireComponent only checks for missing dependencies whenGameObject.AddComponentis called. This happens both in the Editor, or at runtime. Unity does not automatically add any missing dependences to the components with GameObjects that lack the new dependencies. 非常有用的特性,方便,快捷 可以同...
MyObject obj;voidStart(){ obj = Instantiate(objPrefab)asMyObject; } 避免使用继承MonoBehaviour对象的构造函数 为什么尽量避免使用,可以看下面这个例子: // 做一个测试的脚本publicclassTest:MonoBehaviour{publicTest(){ Debug.Log("Constructor is called"); ...
when many are listening for the same/// client <paramref name="name"/>. More recent values have higher priority./// <exception cref="ArgumentNullException">Thrown if <paramref name="handler"/> is null.</exception>publicstaticvoidRegisterClientConnectHandler(Func<ICompanionAppClient,bool>handler...
脚本Start方法用作初始化数据,目前为假数据拼接。注释掉部分可从后台数据库读取,动态拼接树形结构。 void Start() { ResManager rm = ResManager.Instance; mTreeView.OnTreeListAddOneItem = OnTreeListAddOneItem; mTreeView.OnTreeListDeleteOneItem = OnTreeListDeleteOneItem; ...
void Start() { currEvent = EventSystem.current; } void Update() { } public void OnPointerDown(PointerEventData data) { print("OnPointerDown.."); currEvent.SetSelectedGameObject(gameObject); } public void OnPointerUp(PointerEventData data) ...
... Thread 1 (thread 11523): 1.0 0x006267d0 in m_OptionsMenu_Start () 1.1 0x002e4160 in wrapper_runtime_invoke_object_runtime_invoke_void__this___object_intptr_intptr_intptr () 1.2 0x00a1dd64 in mono_jit_runtime_invoke (method=0x18b63bc, obj=0x5d10cb0, params=0x0, exc=0x...
void Start () { StartCoroutine(LoadXML()); } // Update is called once per frame void Update () { } /// /// 如前文所述,streamingAssets只能使用www来读取, /// 如果不是使用www来读取的同学,就不要问为啥读不到streamingAssets下的内容了。 /// 这里...