07 2011 档案
摘要:--复制一个动作在做融合animation.AddClip(animation["shoot"].clip, "shootUpperBody");animation["shootUpperBody"].AddMixingTransform(transform.Find("mover/gun"));animation["shootUpperBody"].AddMixingTransform(transform.Find("mover/roothandle/spine1"));
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摘要:var otherClip01 : AudioClip;var otherClip02 : AudioClip;function Start(){ var sound01:AnimationEvent = new AnimationEvent(); sound01.time = animation["attack_1"].clip.length*0.5f; sound01.functionName = "soundTemp01";//回调函数名 animation["attack_1"].clip.AddEvent(sound01);
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摘要:--------------按钮控制部分--GUITest.js--------------------------------------------var ButtonsActive = true; var speed = 15.0;private var switchMenu : String = "OFF";function OnGUI () { if(GUI.Button(Rect(52,0,50,30),"Quit")){ Application.Quit();}if(GUI.Button(Rect(0,0,50,30),switchMenu
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摘要://被敌人发现的距离var awareDistance:float=15.0f; //敌人受惊吓后引发动作的距离var scareDistance:float=10.0f;//玩家角色var player:Transform;//奔跑速度var runSpeed:float=4.0f;//状态机枚举enum AIStatus { idel=0,scared=1};//状态机,初始化为闲置状态private var status=AIStatus.idel;//角色控制器var Controller:CharacterController;//移动方向private var moveDistan
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摘要:SyntaxProperties { Property [Property ...] }Defines the property block. Inside braces multiple properties are defined as follows.name ("display name", Range (min, max)) = numberDefines a float property, represented as a slider from min to maxin the inspector.name ("display name",
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摘要:float4x4 WorldITXf : WorldInverseTranspose < string UIWidget="None"; >;//把法线从局部空间变换到世界空间float4x4 ViewIXf : ViewInverse < string UIWidget="None"; >;//把Vector从观察空间变换到世界空间float4x4 WvpXf : WorldViewProjection < string UIWidget="None"; >;//从物体空间转为裁剪空间float4
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摘要:http://blog.csdn.net/chpdirect1984/article/details/1911622http://msdn.microsoft.com/en-us/library/bb509704(v=vs.85).aspxhttp://pro.it165.net/html/201106/45.htmlhttp://developer.download.nvidia.com/shaderlibrary/webpages/hlsl_shaders.htmlhttp://nshader.codeplex.com/
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摘要:float4 AmbientColor : Ambient< string UIName = "Ambient Color";> = {0.25f, 0.25f, 0.25f, 1.0f};float4 DiffuseColor : Diffuse< string UIName = "Diffuse Color";> = {1.0f, 1.0f, 1.0f, 1.0f};texture diffuseMap : DiffuseMap< string name = "default_color.dds";s
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摘要://UI interfacefloat4 AmbientColor : Ambient< string UIName = "Ambient";> = (0.25f,0.25f,0.25f,0.1f);float4 DiffuseColor : Diffuse< string UIName = "Diffuse";> = (0.25f,0.25f,0.25f,0.1f);texture diffuseMap : DiffuseMap< string name = "defaut"; string UINam
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