Unity - A计划(永久有效期) 扫二维码继续学习 二维码时效为半小时

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screen Match mode->Match width or Haighy

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yangyuxueit · 2018-11-03 · 0

Input.GetMouseButtonDown(0)

注释是进行一个鼠标抬起(按下?)的判断

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林一怂儿 · 2018-10-29 · 0

Observable.EveryUpdate().Where()

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wh0224 · 2018-10-27 · 0

unity是以米为单位

按住肯处键是以米为单位拖动的

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重生 · 2018-09-12 · 0
transform.Translate(transform.forward * Time.deltaTime, Space.Self);

首先transform.forward是当前物体的物体坐标系的z轴在世界坐标系上的指向,那么就是系统根据物体本身的局部坐标计算出的世界坐标!!!,但是如果你用了Space.Self,需要的是局部坐标,那么你的transform.forward就会再次被转换成局部坐标。所以就造成了,如果你物体旋转度是30,transform.forward就是30度的方向,然后,transform.forward在计算成局部坐标就会变成再+30度,所以看起来就是世界坐标的60度方向移动。

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ttxhxz · 2018-08-29 · 0

为什么这么慢,看不了啊啊

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長孫彧 · 2018-08-28 · 0

创建Common是请创建Framwork版本,防止后期unity不兼容

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聂小雨 · 2018-08-09 · 0

1.public override void HandleGameAciton(UIPanelType currentGamePanelType){if(currentGamePanelType==UIPanelType.WolfPanel){}else{if(nextPanel!null){

nextPanel.HandleGameAction(currentGamePanelType);}}}

2.protected override void OnInitPanel(){base.OnInitPanel();

killNumber=contentPane.GetChild("Tex_KillNumber").asTextField;

numberButtons=contentPane.GetChild("Group_KillNumber").asGroup;

transition=contentPane.GetTransition("t0");

killTransition=contentPane.GetTransition("t1");

for(int i=0;i<contentPane.numChildren;i++){

GButton gButton=contentPane.GetChildAt(i).asButton;

gButton.onClick.Add(()=>{

killNumber.text=gButton.title.ToString();messageManager.wolfKillNumber=System.Convert.ToInt32(gButton.title);});}}

 

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lix0824 · 2018-08-09 · 0

WolfPanel脚本

定义成员变量

GTextField killNumber,GGroup numberButtons,Transition killTransition

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lix0824 · 2018-08-09 · 0

找不到Manager可以刷新解决方案,可以不必关闭VS

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聂小雨 · 2018-08-09 · 0

WolfPanel脚本

1.OnInitPanel函数添加

certainButton.onClick.Add(()=>{

controller.selectedIndex=2;

messageController.selectedIndex=2;

transition.Stop();

killTransition.Play(()=>{

killNumber.text=0.ToString();

AfterAction(UIPanelType.witchPanel);});});

2.HandleGameAction(UIPanelType currentGamePanelType){

if(currentGamePanelType==UIPanelType.WolfPanel){

ToCurrentPanel();transition.Play(-1,0,()=>{});

for((int i=0;i<contentPane.numChildren;i++){

for(int j=0;j<messageManager.deadPlayerNum.Count;j++)

{

if(contentPane.GetChildAt(i).group==numberButtons){GButton gButton=contentPane.GetChildAt(i).asButton;

if(gButton.title==messageManager.deadPlayerNum[j].ToString()){

gButton.grayed=true;gButton.touchable=false;}

}}}}}

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lix0824 · 2018-08-08 · 0

完善UIManager

1.GameUIManager()

定义GameBasePanel

dayNightPanel,wolfPanel,guardPanel,witchPanel,prophetPanel,hunterPanel

完善任务链wolfPanel.SetNextPanel(witchPanel).SetNextPanel(prophetPanel).SetNextPanel(hunterPanel).SetNextPanel(defenderPanel).SetNextPanel(dayNightPanel).SetNextPanel(wolfPanel);

字典添加界面内容

UIPanelDict[UIPanelTypeWolfPanel].Show();

GameBasePanel firstPanel=UIPanelDict[UIPanelType.WolfPanel] as GameBasePanel;

firstPanel.EnterPanel();

firstPanel.HandleGameAcition(UIPanel.WolfPanel);

2.BasePanel()

ChangePanelCallBack(UIPanelType otherPanel)函数增加

if(uiManager.isGameUIManager){

GameBasePanel nextPanel=uiManager.UIPanelDict[otherPanel] as GameBasePanel;

nextPanel.HandleGameAction(otherPanel);}

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lix0824 · 2018-08-08 · 0

1.GameBasePanel脚本

在构造方法中,加入

messageManager=GameManager.Instance.messageManager;

if(uiPanelType==UIPanelType.DayNightPanel){isDayNightPanel=true;}

2.OnInitPanel方法

if(!isDayNightPanel){

openAnimCom,closeAnimCom,openEye,closeEye,certainButton获取

}

guideMessage,messageController,controller

3.public virtual void HandleGameAction(UIPanelType currentGamePanelType){}

4.public virtual void ToCurrentPanel()

{controller.selectedIndex=0;

messageController.selectedIndex=0;

openEye.visible=true;

closeEye.visible=false;

openEye.SetPlaySettings(1,16,1,1);

openEye.playing=true;

if(firstTimeInThisPanel)

{openEye.onPlayEnd.Add(()=>{controller.selectedIndex=1;messageController.selectedIndex=1;openEye.visible=false;})}

}

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lix0824 · 2018-08-06 · 0

GameBasePanel补充

AfterAction(UIPanelType nextPanel){

if(!isDayNightPanel){

controller.selectedIndex=3;

messageController.selectedIndex=3;}

else{

controller.selectedIndex=8;}

ToNextPanel(nextPanel);}

ToNextPanel(UIPanelType nextPanel){

if(!isDayNightPanel){

closeEye.visible=true;

if(firstTimeInThisPanel){

firstTimeInThisPanel=false;

closeEye.onPlayEnd.Add(()=>{ToOtherPanel(nextType);

closeEye.visibl=false;});}

closeEye.SetPlaySettings(1,9,1,9);

closeEye.Playing=true;}

else{

Transition ToNight=contentPane.GetTransition("ToNight");

ToNight.play(()=>{ToOtherPanel(nextType);});}}

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lix0824 · 2018-08-06 · 0

补充UIManager脚本

1.GameUIManager()

{isGameUIManager=true;

if(UIPanelDict.Count!=0){

ClearDict();}}

2.GamePanel文件夹添加脚本继承GameBasePanel

DayNigth,GuardPanel,Hunter,Prophet,Witch,Wolf;

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lix0824 · 2018-08-06 · 0

sin 是锐角的对边比斜边

cos 定义是 锐角的邻边比斜边

tan 直角三角形中,锐角对应对边比邻边

推导  Cos 45°

根据勾股定理   a² + b² = c²

斜边   c² =^a² + b²

如果两条边都为1 ,即斜边 ^2

为了计算简化 分母有理化,是针对分母有无理数或无理式的分式而言的,分母有理化也就是把分式的分母变成有理数或有理式的过程。

上下分别乘以根号2

^2/2  是  分母有理化的来

Cos 45° = ^2/2

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flashice2030 · 2018-07-28 · 0

将好几个物体合并mesh

获取子物体中的meshfilter组件

创建combineinstance组件

for循环赋予combineinstance

sharemesh,局部赚世界的矩阵坐标transform.localtoworldmatrix

创建一个mesh mesh.combinemeshs

 

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蝶花醉梦 · 2018-07-27 · 0

这节是贴图 然后可以加实时的阴影

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D大调卡农与吉格 · 2018-07-25 · 0