在处理Unity5新的AssetBundle的时候,我有一个需求,须要在Editor下(比方一个menuitem的处理函数中,游戏没有执行.也没有MonoBehaviour)载入AssetBundle.而载入AssetBundle的时候又须要使用yield return www;这种协程使用方法. 所以就有了一个需求,在Editor下运行协程.我从网上找到一个EditorCoroutine.其代码例如以下: using UnityEngine; using UnityEditor; using
在做项目时我们有时需要实现切换上一页下一页图片,切换上一首下一首歌曲等等类似的功能.这里写了个简单的实现源码(仅供参考),要是有更好的方法欢迎提出来,共同进步~ 以切换上一页下一页图片为例: using UnityEngine; using System.Collections; using UnityEngine.UI; public class PanoramaManager : MonoBehaviour { //图片存放数组 Texture2D[] arr; //下一张按钮计数索引 ;
入坑最后发现就几句话,真是气死人了.发现自己掉坑里,脑子就变笨了,把代码贴给你们,保持大脑清醒. using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; public class MI : EditorWindow { bool iert; List<string> aa = new List<string>(); [MenuItem(&quo
public static void ClearConsole() { var assembly = System.Reflection.Assembly.GetAssembly(typeof(UnityEditor.ActiveEditorTracker)); var type = assembly.GetType("UnityEditorInternal.LogEntries"); var method = type.GetMethod("Clear"); me
using System.Collections; using System.Collections.Generic; using UnityEngine; public class NewBehaviourScript : MonoBehaviour { //滚动速度 public float HorSpeed = 1.0f; public float VerSpeed = 1.0f; //Offset偏移量 //水平滚动Offset.y public float HorMin = 1.
有个文件夹里面有很多的图片,都是.png格式的,要是一个一个的拖到脚本上觉得很麻烦,就写了一个遍历添加的cars,变量是List<Sprite> 代码如下: using UnityEngine; using System.IO; using System.Collections.Generic; public class NewBehaviourScript : MonoBehaviour { private List<Texture> cars = new List<Tex
在上篇文章中我们介绍了Lazy Theta*.本篇中我会演示一下我实现的Lazy Theta*. 先上代码 //在一个点被expand时是否调用DebugOnExpanded事件,用于debug查看expand的范围. #define _PATHDEBUGEVENT_ using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; usi
The last challenge introduced the animation-timing-function property and a few keywords that change the speed of an animation over its duration. CSS offers an option other than keywords that provides even finer control over how the animation plays ou