unity整理

1. hashmap实现原理 Dictionary hashtable https://www.cnblogs.com/InCerry/p/10325290.html
2. malloc与new
3. 循环scrollview https://www.cnblogs.com/fly-100/p/4549354.html
4. 图文混排 https://blog.uwa4d.com/archives/Sparkle_UGUI.html https://www.cnblogs.com/zsb517/p/6667050.html
5. timeline相关使用、扩展等 PlayableDirector
6. ui适配、合批、优化
7. lua相关 元表、元方法、lua string与c++ string区别 https://www.runoob.com/lua/lua-metatables.html https://blog.csdn.net/sunning9001/article/details/46939327 https://www.jianshu.com/p/803bdaaaa41c/ https://www.jianshu.com/p/293f02e85252 https://blog.uwa4d.com/archives/USparkle_Lua.html https://zhuanlan.zhihu.com/p/340713035
8. 资源异步(依赖解决)与同步加载
9. 数据结构与算法(冒泡、快排、A*等)
10.进程、线程、协程,cpu调度等底层
11.ui优化:背包优化、icon图集等,模型与ui重叠 https://zhuanlan.zhihu.com/p/428615566
12.状态机
13.换装实现,mesh与skin mesh区别 https://www.cnblogs.com/Esfog/p/EquipChange_SimpleArchive.html https://blog.uwa4d.com/archives/avartar.html


1. 旁观模式与订阅模式区别 设计模式的使用 https://huotuyouxi.com/2021/09/24/unity-tips-006/#%E5%B0%8F%E6%B5%8B%E9%AA%8C https://www.cnblogs.com/xiaohanxixi/p/13197362.html https://www.jianshu.com/p/3ae1bd656c1f https://www.cnblogs.com/zhili/p/DesignPatternSummery.html
2. lua调用c#避免开销
3. lua传值与对象区别
4. 值类型与引用类型 string
5. list<int>遍历是否产生装箱与拆箱 for 与 foreach 泛型作用 https://zhuanlan.zhihu.com/p/34756508?utm_source=qq&utm_medium=social&utm_oi=787277633376358400
6. 委托与事件 委托与指针 https://blog.csdn.net/qq_42345116/article/details/123408419 https://www.cnblogs.com/weidagang2046/archive/2009/08/09/1542248.html
7. 接口 抽象类 https://www.cnblogs.com/xuan666/p/10610980.html
8. gc原理 https://zhuanlan.zhihu.com/p/381859536 https://juejin.cn/post/6966954993869914119 https://www.jianshu.com/p/cc57aa7f3824
9. 哈希算法 https://blog.csdn.net/qq_48241564/article/details/118613312
10.字典与哈希表扩容 https://www.cnblogs.com/InCerry/p/10325290.html
11.树的遍历方式及实现 https://blog.csdn.net/qq826364410/article/details/88068653
12.链表翻转 https://www.cnblogs.com/jin-wen-xin/p/7550841.html
13.法线贴图作用与实现 https://www.bilibili.com/read/cv6112606/ https://www.jianshu.com/p/993dec560f14 https://juejin.cn/post/7084472414083645454 https://www.cnblogs.com/flytrace/p/3387748.html
14.unity中空间的流程与转换实现 https://gwb.tencent.com/community/detail/127995 http://candycat1992.github.io/unity_shaders_book/unity_shaders_book_chapter_4.pdf
15.矩阵及向量 点乘、叉乘用途 https://zhuanlan.zhihu.com/p/89046275

 

1. C#中的线程安全数据结构 https://www.cnblogs.com/zmmboy/p/16060258.html
2. 托管内存 https://zhuanlan.zhihu.com/p/42585757
3. 二叉树 红黑树 AVL array List LinkedList https://blog.csdn.net/HadesNyx/article/details/107467003
4. lua userdata与light userdata https://www.cnblogs.com/ring1992/p/6003405.html
5. lua jit与lua区别 https://www.cnblogs.com/zhaoqingqing/p/10397867.html
6. 四叉树场景划分
7. mvc https://blog.csdn.net/m0_46378049/article/details/114641909
8. 泛型的原理 https://www.cnblogs.com/ryzen/p/14480171.html
9. .net framework .net core mono https://www.pudn.com/news/625d60d0be9ad24cfa8002cb.html
10.texture与sprite https://www.zhihu.com/question/37687375
11.美术资源、ui、骨骼动画、drawcall优化,内存优化
12.状态同步与帧同步优化点 https://zhuanlan.zhihu.com/p/381445790 https://zhuanlan.zhihu.com/p/604858871
13.ui裁剪 https://blog.csdn.net/znybn1/article/details/114630615
14.C++多态机制、虚表,虚函数 https://blog.csdn.net/qq_31788759/article/details/106225916 https://zhuanlan.zhihu.com/p/104379345 https://www.cnblogs.com/DannyShi/p/4593735.html
15.lua实现多态 https://blog.csdn.net/IQsuper/article/details/117804746
16.大地图加载 https://zhuanlan.zhihu.com/p/85417843
17.代码热更新、资源管理、UI框架 https://blog.csdn.net/m0_46378049/article/details/114641909
18.unity动画及物理,Generic动画中的root motion https://zhuanlan.zhihu.com/p/105029905 https://www.zhihu.com/column/c_195384023
19.mask与rectmask2d https://zhuanlan.zhihu.com/p/136505882

 

1. 主角3000面左右、小怪1000面左右之类的。然后骨骼数人形角色一般在30根左右
2. https://www.cnblogs.com/tomatokely/p/15916642.html
3. http://www.luzexi.com/tag/Unity3D/

posted on 2023-02-17 15:22  LAN_YT  阅读(144)  评论(0编辑  收藏  举报