05 2014 档案
摘要:http://blog.csdn.net/jjiss318/article/details/7435708
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摘要:在手机游戏当中,会碰到“强制暂停”,如:锁屏、接电话或短信之类的。如果“强制暂停”时间过长,网络游戏有时得重新登录等事件。而Unity3d,Android Plugins中的UnityPlayer.UnitySendMessage,经测试在强制暂停时,OnPause、OnStop周期中UnitySe...
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摘要:做移动互联网类型的开放,很多情况得考虑移动设备的暂停与退出时,做某些数据操作或UI。1,退出事件,Unity3d,InPut就包含了:Input.GetKey(KeyCode.Escape) 、Input.GetKey(KeyCode.Home) 、Input.GetKey(KeyCode.Menu...
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摘要:private var character :CharacterController;private var speed =0.0;private var trans:Transform;private var targetRot:Quaternion;var rotationSpeed = 90 ...
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摘要:弹道计算是游戏里常见的问题,其中关于击中移动目标的自动计算提前量的话题,看似简单,其实还是挺复杂的数学。网上这方面的资料还真不多,而且都是写的含含糊糊。抽空总结一下自己的方法。讨论的前提是,假设目标是在3D空间里以匀速直线方式运动。1.直线弹道在不考虑重力和空气阻力影响的情况下,子弹的弹道呈直线运动...
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摘要:/* modfly selected textures`s maxSize and ImportFormat bool hasAlpha = true; if(hasAlpha)then(texture.size/2 and trueColor)else(16bit) 2014.05.27*...
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摘要:using UnityEngine;using System.Collections;using UnityEditor;public class ImportModflyTextures : AssetPostprocessor{ private uint m_Version = 0; ...
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摘要:ChangeTextureImportSettingsUnity3 for Unity3.x程序代码 csharp 代码using UnityEngine; using UnityEditor; // ////////////////////////////////////////////////...
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摘要:using UnityEngine;//this class holds movement functions for a rigidbody character such as player, enemy, npc..//you can then call these functions from...
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摘要:using UnityEngine;using System.Collections;public class sineWork : MonoBehaviour { float verticalSpeed = 5.0f; //Vertical speed ...
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摘要:using UnityEngine;using System.Collections;public class addSpeed : MonoBehaviour { public float scrollSpeed; float defaultScroll = 0.01f; flo...
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摘要:using UnityEngine;using System.Collections;public class stopSpeed : MonoBehaviour { public bool canStop = false; public float scrollSpeed = 5.0f...
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摘要:using UnityEngine;using System.Collections;public class wht : MonoBehaviour { static wht myInstance; public int x = 0; static int instances =...
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摘要:Message相关有3条指令:SendMessage ("函数名",参数,SendMessageOptions) //GameObject自身的ScriptBroadcastMessage ("函数名",参数,SendMessageOptions) //自身和子Object的ScriptSendMe...
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