10 2019 档案
摘要:#region 调用windows系统dialog 选择文件夹 [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)] public class OpenDialogFile { public int structSize = 0;
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摘要:https://www.cnblogs.com/zhuqun/p/11343714.html
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摘要:https://zhuanlan.zhihu.com/p/47573713
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摘要:有时写shader时需要将屏幕坐标的值当作颜色值,但颜色值的范围是[0,1],坐标是[-1,1] v.vertex.x/2 + 0.5
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摘要:PrefabUtility.InstantiatePrefab//需要关联 GameObject.Instantiate//不需要关联
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摘要:var buffer = new List<string>(showDict.Keys); foreach (var key in buffer) { if (showDict[key] != "") { AddMessage(showDict[key]); showDict[key] = "";
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摘要:原文地址:https://www.jianshu.com/p/ca5cb9d910c0作者:重装机霸 2、资源概述 Unity必须通过导入将所支持的资源序列化,生成AssetComponents后,才能被Unity使用。以下是Unity对Assets的描述: Assets are the model
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