摘要:
using System.Collections; using System.IO; using UnityEngine.Networking; namespace UnityEngine.UI { [ExecuteInEditMode, RequireComponent(typeof(Image) 阅读全文
摘要:
using UnityEngine.EventSystems; namespace UnityEngine.UI { /// <summary> /// 解决嵌套使用ScrollRect时的Drag冲突问题。请将该脚本放置到内层ScrollRect上(外层的ScrollRect的Drag事件会被内层 阅读全文
摘要:
Unconstrained:组件不根据布局元素调整 ,可手动修改长宽的值。 MinSize:根据布局元素的最小值来调整,不能手动修改长宽的值。 PreferredSize:根据布局元素的内容来调整,不能手动修改长宽的值。 ContentSizeFitter使用Preferred Size来设置Rec 阅读全文
摘要:
using System; using System.Collections.Generic; namespace UnityEngine.UI { [RequireComponent(typeof(Graphic))] public class Mirror : BaseMeshEffect { 阅读全文
摘要:
using System; using System.Collections.Generic; using UnityEngine.EventSystems; namespace UnityEngine.UI { public class LoopScroll : MonoBehaviour, IB 阅读全文
摘要:
using System.Collections.Generic; using System.Text; using UnityEngine; namespace Game { public enum NodeType { Movable, //可移动区域 Obstacle, //障碍物 Bound 阅读全文
摘要:
using UnityEngine; public class ScreenToUI : MonoBehaviour { public const float UI_Width = 1366f; public const float UI_Height = 768f; public readonly 阅读全文
摘要:
using System;using UnityEngine; public class Type_Test : MonoBehaviour{ private void Awake() { /* 获取Type的三种方式 */ object compontent = new object(); //< 阅读全文
摘要:
using System.Collections.Generic; namespace Extra_Function { public static class Function { public static T Pop<T>(this List<T> list) { if (list != nu 阅读全文
摘要:
using UnityEngine; public class Camera_Feature : MonoBehaviour { public static Camera_Feature instance; public Vector3 offset; public float time_show; 阅读全文