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using UnityEngine;using System.Collections; //单例模式 public class Singleton<T> where T : class, new(){ protected static T _instance = null; public stati 阅读全文
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using UnityEngine;using System.Collections;using System.Collections.Generic; public class MessageCenter : Singleton<MessageCenter>{ private Dictionary 阅读全文
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using UnityEngine;using System.Collections;using System.Collections.Generic;using System;/* 消息体 直接遍历 key访问 message[key] send() remove() add() 构造函数参数=》 阅读全文
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using UnityEngine;using System.Collections;using System.Collections.Generic; public class UIManager : Singleton<UIManager>{ //UI gameobjects public Di 阅读全文
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using UnityEngine;using System.Collections; public abstract class BasePanel : MonoBehaviour{ //panel State protected E_PanelState _panelState; public 阅读全文
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using UnityEngine;using System.Collections; public abstract class BaseUI : MonoBehaviour{ //缓存 gameobject 和 transform private GameObject _cacheGameObj 阅读全文
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Shader "Custom/CullImage" {Properties{[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}_Color("Tint", Color) = (1,1,1,1)_StencilComp("Sten 阅读全文
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Shader "Custom/UVanim" {Properties{_Color("Color", Color) = (1,1,1,1)_MainTex("Albedo (RGB)", 2D) = "white" {}_Glossiness("Smoothness", Range(0,1)) = 阅读全文
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1:UI动画序列帧shader 分割线 Shader "Custom/ImageAnim" {Properties{[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}_Color("Tint", Color) = (1,1,1, 阅读全文
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using UnityEngine;using System.Collections.Generic;public class TestXunLu : MonoBehaviour{//以点为方格//A点(起点) [1,2] B点(终点)[6,7]private List<float[,]> pare 阅读全文
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控制台输出(并换行): cout<<输出内容<<endl printf(输出内容) new 一个类:(类的构造函数可以重载) MyClass myClass(构造函数参数列表);(系统自动释放内存) 方法调用:对象.方法(); 成员调用:对象.成员; MyClass* myClass = new M 阅读全文