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代码演示: using System.Collections;using System.Collections.Generic;using UnityEngine; public class GameObjectFind : MonoBehaviour { private GameObject th 阅读全文
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代码演示: using System.Collections;using System.Collections.Generic;using UnityEngine; public class TransformFind : MonoBehaviour { private Transform m_Tr 阅读全文
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要想实现键盘控制作用,就需要给游戏键盘监听事件利用pygame模块的key.get_pressed()方法,来检测按键是否按下 key_press =pygame.key.get_pressed() if not key_press[K_UP] and ball.rect.bottom < heig 阅读全文
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Point center(face_img.cols/2, face_img.rows/2); //cv::Mat rot_mat = cv::getRotationMatrix2D(center, -1 * arctan, 1.0); cv::Mat Rx(3, 3, CV_32FC1); dou 阅读全文
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void warp_perspect_3_angle(cv::Mat face, float roll, float yaw, float pitch) { cv::Mat face_img = face.clone(); int imgHeight = face_img.rows; int img 阅读全文
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Point center(face_img.cols/2, face_img.rows/2); //cv::Mat rot_mat = cv::getRotationMatrix2D(center, -1 * arctan, 1.0); cv::Mat Rx(2, 3, CV_32FC1); dou 阅读全文
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态机模式在unity中作用是非常大的,可以实现角色的移动和场景的跳转,包括一些动画的播放,在很多unity框架中也是很常见的,发散思维广阔,下面是简单的状态机的实现,有注释 using System.Collections;using System.Collections.Generic;using 阅读全文
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//移动状态public class MoveState : StateObject{ public MoveState(StateManger state):base(state) { } public override void EnterState() { Debug.Log("进入移动状态" 阅读全文
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MessageManager.lua local messageManager = {mEventTable = {},mEventUserData = {}} --注册事件function messageManager.Add(EventName,Func,UserData) assert( Fu 阅读全文
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mylabel.cpp #include "mylabel.h" MyLabel::MyLabel(QWidget* parent) :QLabel(parent){ }MyLabel::~MyLabel(){ }void MyLabel::enterEvent(QEvent *e){ setTex 阅读全文