unity3d

How to simulate a key press on button click - Unity

我与影子孤独终老i 提交于 2021-01-27 05:01:37
问题 I'm very new to scripting in Unity, I'm trying to create a button, and once clicked it needs to simulate the 'F' Key being pressed (To pick up an item) Here is the current code I have, I've looked all over unity forums before writing this but couldn't find anything that worked. Code: using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Collections; public class button : MonoBehaviour { public void ButtonToClick(int clickToButton) { SendKeys.Send("F"); }

How to simulate a key press on button click - Unity

為{幸葍}努か 提交于 2021-01-27 05:01:03
问题 I'm very new to scripting in Unity, I'm trying to create a button, and once clicked it needs to simulate the 'F' Key being pressed (To pick up an item) Here is the current code I have, I've looked all over unity forums before writing this but couldn't find anything that worked. Code: using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Collections; public class button : MonoBehaviour { public void ButtonToClick(int clickToButton) { SendKeys.Send("F"); }

How to create Generics Pooling System for components/scripts?

喜夏-厌秋 提交于 2021-01-27 03:52:36
问题 My awareness of Generics is that they can help me streamline my pooling, but can't figure out how. My pooling system is minimalistic, but messy. And now getting unwieldy and messy, and MESSY. It doesn't scale nicely... My FXDistribrutor.cs class is a component attached to an object in the initial scene, designed to permanently exist throughout all scenes of the game. It has a static reference to itself, so that I can call into it from anywhere easily. More on that contrivance at the end. I'm

C# 编码规范

怎甘沉沦 提交于 2021-01-26 11:10:40
对于编程中非代码文件(例如xml 等),我们目前的最佳指南是代码风格的一致性。编辑代码文件时,需要保持新增/更改的代码与原文件中的代码风格一致性。对于新建的代码文件,它也应符合本编码规范。好的编码规范,有利于提升代码的可读性。.NET Core 框架项目使用的是 Visual Studio 默认编码规范。 通常,我们编码时,应遵循 Visual Studio 默认编码规范中的以下规则: 1、接口名、类名、方法名、参数名和变量名 所有的接口名、类名和方法名都应该使用 PascalCasing 风格来定义,对于接口参数、构造函数参数和方法参数,其参数名则使用 camelCase 风格。对于方法体内的局部变量,则使用 camelCase 风格。 2、花括号 使用 Allman 样式的花括号,每个花括号在新的一行开始,而且花括号不进行缩进,花括号里面的代码缩进。 while (x == y) { something(); somethingelse(); } 对于单行语句块,可以不带花括号,但需要把它放在同一行 if (xx == null ) xx = new Foo(); 一个例外是,允许 using 语句嵌套在另一个 using 语句中,从同一缩进级别的下一行开始,即使嵌套的 using 包含受控块也是如此。 3、空格 使用 4 个空格作为一个缩进,而不是使用 tab。 4、字段

Display content of JSON files in multiple lines, instead of one long line

守給你的承諾、 提交于 2021-01-25 07:11:20
问题 In Unity, I save my game using JSON files. When I open the file in Visual Studio, it shows the whole content with all its variables in one single line. Here is a small part of my JSON file: // JSON before my copy / paste-trick (see below) {"lastTicketDate":"04.13.2020","lastTicket":{"Id":2,"Type":0,"Fortune":"Fortune02","Author":"Me!!!\r","ShinyEffect":0,"BeenDrawn":true},"firstStart":false,"tickets":[{"Id":1,"Type":0,"Fortune":"Fortune01","Author": // (...) This is not very readable. How can

Display content of JSON files in multiple lines, instead of one long line

自作多情 提交于 2021-01-25 07:10:28
问题 In Unity, I save my game using JSON files. When I open the file in Visual Studio, it shows the whole content with all its variables in one single line. Here is a small part of my JSON file: // JSON before my copy / paste-trick (see below) {"lastTicketDate":"04.13.2020","lastTicket":{"Id":2,"Type":0,"Fortune":"Fortune02","Author":"Me!!!\r","ShinyEffect":0,"BeenDrawn":true},"firstStart":false,"tickets":[{"Id":1,"Type":0,"Fortune":"Fortune01","Author": // (...) This is not very readable. How can

Display content of JSON files in multiple lines, instead of one long line

梦想的初衷 提交于 2021-01-25 07:09:14
问题 In Unity, I save my game using JSON files. When I open the file in Visual Studio, it shows the whole content with all its variables in one single line. Here is a small part of my JSON file: // JSON before my copy / paste-trick (see below) {"lastTicketDate":"04.13.2020","lastTicket":{"Id":2,"Type":0,"Fortune":"Fortune02","Author":"Me!!!\r","ShinyEffect":0,"BeenDrawn":true},"firstStart":false,"tickets":[{"Id":1,"Type":0,"Fortune":"Fortune01","Author": // (...) This is not very readable. How can

Display content of JSON files in multiple lines, instead of one long line

Deadly 提交于 2021-01-25 07:09:00
问题 In Unity, I save my game using JSON files. When I open the file in Visual Studio, it shows the whole content with all its variables in one single line. Here is a small part of my JSON file: // JSON before my copy / paste-trick (see below) {"lastTicketDate":"04.13.2020","lastTicket":{"Id":2,"Type":0,"Fortune":"Fortune02","Author":"Me!!!\r","ShinyEffect":0,"BeenDrawn":true},"firstStart":false,"tickets":[{"Id":1,"Type":0,"Fortune":"Fortune01","Author": // (...) This is not very readable. How can

Siki_Unity_3-7_AssetBundle从入门到掌握

旧时模样 提交于 2021-01-24 05:49:32
Unity 3-7 AssetBundle从入门到掌握 任务1&2&3:课程介绍 AssetBundle -- 用于资源的更新 为了之后的xLua (Lua热更新的框架)打下基础 任务4&5:AssetBundle的定义和作用 AssetBundle的学习 -- 一手学习资源:UnityManual -> AssetBundles -> 教程式的文档 AssetBundle是一个压缩包(也可以认为是一个文件夹)   包含模型Model、贴图Texture、预制体Prefab、声音AudioClip、甚至整个场景   在游戏运行的时候可以被加载 这个压缩包被打包出来存在硬盘中,里面包含的文件可以分为两类:serialized file和resource files   serialized file:资源,如模型、预制体,被打碎放在一个对象中,最后统一被写进 一个单独的文件   resource file:某些二进制资源,如图片、声音,被单独保存,方便快速加载     -- 一个单独的图片或声音就会被打包成一个.resource文件 压缩包可以使用LZMA和LZ4压缩算法,便于更快的进行网络传输 -- 区别见任务13 为什么会用到网络传输呢?   1. 把一些可以下载的资源放在AssetBundle中,而不放在app中,而在需要的时候从网上直接加载资源     -- 减少安装包的大小

Unity Shader 屏幕后效果——Bloom外发光

て烟熏妆下的殇ゞ 提交于 2021-01-24 00:15:05
Bloom的原理很简单,主要是提取渲染图像中的亮部区域,并对亮部区域进行模糊处理,再与原始图像混合而成。 一般对亮部进行模糊处理的部分采用高斯模糊,关于高斯模糊,详见之前的另一篇博客: https://www.cnblogs.com/koshio0219/p/11152534.html 计算方法: 总共需要用到4个Pass,它们的顺序如下: Pass 1:得到纹理的亮度值(灰度值),由此计算出亮部区域,传递给一个临时的新纹理,这里叫_Bloom Pass 2,3:单独对_Bloom进行高斯模糊(纵横),_Bloom纹理更新 Pass 4:混合原始纹理和_Bloom纹理,得到最终效果 为了得到更为细致的Bloom效果,建议将游戏的颜色空间由默认的伽马空间转为线性空间,必要时还可开启HDR 控制脚本: 1 using UnityEngine; 2 3 public class BloomCtrl : ScreenEffectBase 4 { 5 private const string _LuminanceThreshold = " _LuminanceThreshold " ; 6 private const string _BlurSize = " _BlurSize " ; 7 private const string _Bloom = " _Bloom " ; 8 9