《UnityAPI.Rect矩阵》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Rect+Contains+Overlaps+ToString+立钻哥哥++OK++)

《UnityAPI.Rect矩阵》

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作者

参与者

完成日期

备注

UnityAPI_Rect_V01_1.0

严立钻

 

2020.07.01

 

 

 

 

 

 

 

#《UnityAPI.Rect矩阵》发布说明:

++++“UnityAPI.Rect矩阵是对UnityAPIRect矩阵类的剖析和拓展

立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力

++1、API的积累:API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷

++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程

++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验

++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

$$$$博客溯源:

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

 

 

#Rect矩阵

#Rect矩阵

#Rect矩阵

++A1、Description描述

++B2、Variables变量

++C3、Public Function共有函数

++D4、Message消息

 

 

 

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立钻哥哥:Rect(矩阵)是X,Y坐标,宽和高定义的二维矩阵

++++[namespace]:UnityEngine

++++[Inherits from]

++++Unity使用2D空间坐标,大多数定义X向右增加,并且y定义向上增加;唯一例外是GUIGUILayout类,Y向下增加;

++++可以指定矩阵的两种不同的方式:第一种是x,y,宽和高;另一种方法是用XY坐标的边缘,这些被称为xMin, xMax, yMin, yMax

++++注意:尽管xyxMin, yMin的值相同,表现出不同的设置;设置xy改变矩形的位置,但保留其大小;

++++设置xMin, xMax, yMinyMax将会改变矩形的大小,但保留位置相反的边缘;

 

 

 

 

 

 

 

#B2、Variables变量

#B2、Variables变量

++B2、Variables变量

++++B2.1、center

++++B2.2、height

++++B2.3、max

++++B2.4、min

++++B2.5、position

++++B2.6、size

++++B2.7、width

++++B2.8、x

++++B2.9、xMax

++++B2.10、xMin

++++B2.11、y

++++B2.12、yMax

++++B2.13、yMin

++++B2.14、YanlzXREngine.Rect.Variables

 

 

++B2.1、center

++B2.1、center

++B2.1、center

++++立钻哥哥:中心点

public Vector2 center;

++++矩形的中心点

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRect : MonoBehaviour{

    public Rect rect = new Rect(0, 0, 100, 100);

 

    void MyTestFunc(){

        Debug.Log(rect.center);

        rect.center = new Vector2(10, 10);

    }    //立钻哥哥:void MyTestFunc(){}

 

}    //立钻哥哥:public class YanlzRect{}

 

 

 

 

 

++B2.2、height

++B2.2、height

++B2.2、height

++++立钻哥哥:高度

public float height;

++++矩形高度,从Y轴开始测量

++++设置该值也会改变yMax

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRect : MonoBehaviour{

    public Rect rect = new Rect(0, 0, 10, 10);

 

    void MyTestFunc(){

        Debug.Log(rect.height);

        rect.height = 20;

    }    //立钻哥哥:void MyTestFunc(){}

 

}    //立钻哥哥:public class YanlzRect{}

 

 

 

 

 

++B2.3、max

++B2.3、max

++B2.3、max

++++立钻哥哥:最大值

public Vector2 max;

++++最大角的位置的矩形

++++设置该值调整矩形的大小,改变最大值,最小值不变

 

 

 

 

 

++B2.4、min

++B2.4、min

++B2.4、min

++++立钻哥哥:最小值

public Vector2 min;

++++最小角的位置的矩形

++++设置该值调整矩形,改变位置和大小保留最大值

 

 

 

 

 

++B2.5、position

++B2.5、position

++B2.5、position

++++立钻哥哥:位置

public Vector2 position;

++++矩形的XY轴位置

++++这和min一样,除了设置它会移动矩形而不是调整矩形大小

 

 

 

 

 

++B2.6、size

++B2.6、size

++B2.6、size

++++立钻哥哥:大小

public Vector2 size;

++++矩形的宽和高

++++position测量矩形的大小

 

 

 

 

 

++B2.7、width

++B2.7、width

++B2.7、width

++++立钻哥哥:宽度

public float width;

++++矩形的宽度,从x位置开始测量

++++设置该值将会改变xMax

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRect : MonoBehaviour{

 

    //Use the for initialization

    void Start(){

        Rect rect = new Rect(10, 10, 50, 30);

        Debug.Log(立钻哥哥:Width= + rect.width);    //prints: width=50

 

        rect.width = 20;

        Debug.Log(立钻哥哥:new max x= + rect.xMax);    //prints: new max x=30

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzRect{}

 

 

 

 

 

++B2.8、x

++B2.8、x

++B2.8、x

++++立钻哥哥:左坐标

public float x;

++++矩形的左坐标

++++该值与xMin的值一样,但设置会移动矩形而不是调整矩形的大小

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRect : MonoBehaviour{

 

    //Use the for initialization

    void Start(){

        Rect rect = new Rect(10, 10, 50, 30);

        Debug.Log(立钻哥哥:x = + rect.x);    //prints: x=10

 

        rect.x = 20;

        Debug.Log(rect);    //prints: (x:20, y:10, width:50, height:30s)

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzRect{}

 

 

 

 

 

++B2.9、xMax

++B2.9、xMax

++B2.9、xMax

++++立钻哥哥:右坐标

public float xMax;

++++矩形的右坐标

++++改变这个值,矩形的左坐标将保留(因此矩形的宽高将会改变)

 

 

 

 

 

++B2.10、xMin

++B2.10、xMin

++B2.10、xMin

++++立钻哥哥:左坐标

public float xMin;

++++矩形的左坐标

++++该值与X一样,但设置它会调整矩形的大小,会改变X和宽,但保留右坐标xMax

 

 

 

 

 

++B2.11、y

++B2.11、y

++B2.11、y

++++立钻哥哥:顶坐标

public float y;

++++矩形的顶坐标

++++该值与yMin一样,但会移动该矩形而不是调整它的大小

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRect : MonoBehaviour{

 

    //Use the for initialization

    void Start(){

        Rect rect = new Rect(10, 10, 50, 30);

        Debug.Log(立钻哥哥:y = + rect.y);    //prints: y=10

 

        rect.y = 20;

        Debug.Log(rect);    //prints: (x:10, y:20, width:50, height:30s)

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzRect{}

 

 

 

 

 

++B2.12、yMax

++B2.12、yMax

++B2.12、yMax

++++立钻哥哥:底坐标

public float yMax;

++++矩形的底坐标

++++设置该值将会改变高度保留yMin

 

 

 

 

 

++B2.13、yMin

++B2.13、yMin

++B2.13、yMin

++++立钻哥哥:顶坐标

public float yMin;

++++矩形的顶坐标

++++该值与y一样,但设置该值调整矩形的大小,改变y和高度保留底坐标

 

 

 

 

 

 

 

#C3、Constructors构造

#C3、Constructors构造

++C3、Constructors构造

++++C3.1、Rect

++++C3.2、YanlzXREngine.Rect.Constructors

 

 

++C3.1、Rect

++C3.1、Rect

++C3.1、Rect

++++立钻哥哥:创建新的矩形

public Rect(float x, float y, float width, float height);

public Rect(Vector2 position, Vector2 size);

++++[x]:矩形的x轴坐标

++++[y]:矩形的y轴坐标

++++[width]:矩形的宽

++++[height]:矩形的高

++++[position]:The position of the minimum corner of the rect

++++[size]:The width and height of the rect

++++创建新的矩形

++++创建给定大小和位置的矩形

++++注意:矩形代表一个抽象的矩形,可用于各种情况;因此,矩形没有一个明确的顶部、底部、左侧或右侧;在摄像机空间测量y值从屏幕的底部开始,但是在GUI编辑器空间从窗口的顶部开始测量,因此当使用矩形的y值时,y值明确是否是它的“顶部”或者“底部”

Rect rect = new Rect(0, 0, 10, 10);

 

 

 

 

 

 

 

#D4、Public Functions公共函数

#D4、Public Functions公共函数

++D4、Public Functions公共函数

++++D4.1、Contains

++++D4.2、Overlaps

++++D4.3、Set

++++D4.4、ToString

++++D4.5、YanlzXREngine.Rect.PublicFunctions

 

 

++D4.1、Contains

++D4.1、Contains

++D4.1、Contains

++++立钻哥哥:包含

public bool Contains(Vector2 point);

public bool Contains(Vector3 point);

public bool Contains(Vector3 point, bool allowInverse);

++++[point]:点测试

++++[allowInverse]:测试是否允许矩形的宽度和高度是负值

++++返回值:如果该点在指定的矩形内返回true

++++如果该点的xy都在该矩形内返回true;如果当前是allowInversetrue,矩形的宽和高允许取负值(即,最小值大于最大值),并且测试依然运行

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRect : MonoBehaviour{

 

    void Update(){

        var rect = new Rect(0, 0, 150, 150);

        if(rect.Contains(Input.mousePosition)){

            Debug.Log(立钻哥哥:Inside.);

        }    //立钻哥哥:if(){}

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzRect{}

 

 

 

 

 

++D4.2、Overlaps

++D4.2、Overlaps

++D4.2、Overlaps

++++立钻哥哥:重叠

public bool Overlaps(Rect other);

public bool Overlaps(Rect other, bool allowInverse);

++++[other]:其他矩形重叠

++++[allowInverse]:是否允许矩形的宽和高值为负数

++++如果其他的矩形重叠返回true;如果当前允许allowInverse并且值为true,矩形的宽度和高度可以取负值(即最小值大于最大值),那么测试仍然运行

 

 

 

 

 

++D4.3、Set

++D4.3、Set

++D4.3、Set

++++立钻哥哥:设置

public void Set(float x, float y, float width, float height);

++++设置现有的矩形的组件

 

 

 

 

 

++D4.4、ToString

++D4.4、ToString

++D4.4、ToString

++++立钻哥哥:转换成字符串

public string ToString();

public string ToString(string format);

++++该矩形返回精确的格式化字符串

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRect : MonoBehaviour{

    public Rect rect = new Rect(0, 0, 10, 10);

 

    void MyTestFunc(){

        Debug.Log(rect);

    }    //立钻哥哥:void MyTestFunc(){}

 

}    //立钻哥哥:public class YanlzRect{}

 

 

 

 

 

 

 

#E5、Static Functions静态函数

#E5、Static Functions静态函数

++E5、Static Functions静态函数

++++D5.1、MinMaxRect

++++D5.2、NormalizedToPoint

++++D5.3、PointToNormalized

++++D5.4、YanlzXREngine.Rect.StaticFunctions

 

 

++D5.1、MinMaxRect

++D5.1、MinMaxRect

++D5.1、MinMaxRect

++++立钻哥哥:自适应矩形

public static Rect MinMaxRect(float xmin, float ymin, float xmax, float ymax);

++++[xmin]:The minimum X coordinate

++++[ymin]:The minimum Y coordinate

++++[xmax]:The minimum X coordinate

++++[ymax]:The maximum Y coordinate

++++匹配指定坐标的矩形

++++根据min/max坐标值创建矩形

 

 

 

 

 

++D5.2、NormalizedToPoint

++D5.2、NormalizedToPoint

++D5.2、NormalizedToPoint

++++立钻哥哥:归一化到点

public static Vector2 NormalizedToPoint(Rect rectangle, Vector2 normalizedRectCoordinates);

++++[rectangle]:矩形内点

++++[normalizedRectCoordinates]:归一化获取的坐标

++++返回矩形内一点,给定坐标归一化

 

 

 

 

 

++D5.3、PointToNormalized

++D5.3、PointToNormalized

++D5.3、PointToNormalized

++++立钻哥哥:点到归一化

public static Vector2 PointToNormalized(Rect rectangle, Vector2 point);

++++[rectangle]:获取矩形内部归一化的坐标

++++[point]:矩形内部的点到归一化的坐标

++++返回归一化坐标相对应的点

++++返回的Vector2值范围在01,或大于1或小于零

 

 

 

 

 

 

 

#F6、Operators运算符

#F6、Operators运算符

++F6、Operators运算符

++++F6.1、operator!=

++++F6.2、operator==

++++F6.3、YanlzXREngine.Rect.Operators

 

 

++F6.1、operator!=

++F6.1、operator!=

++F6.1、operator!=

++++立钻哥哥:不等于

public static bool operator !=(Rect lhs, Rect rhs);

++++如果矩形不同返回true

 

 

 

 

 

++F6.2、operator==

++F6.2、operator==

++F6.2、operator==

++++立钻哥哥:比较

public static bool operator ==(Rect lhs, Rect rhs);

++++如果矩形相同返回true

 

 

 

 

 

 

 

 

#G7、立钻哥哥对Rect类的拓展

#G7、立钻哥哥对Rect类的拓展

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入门]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目录]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application应用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object对象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256

++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Transform变换]:https://blog.csdn.net/VRunSoftYanlz/article/details/106607761

++++[Camera摄像机]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材质]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062

++++[Collider碰撞器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106696886

++++[Rigidbody刚体]:https://blog.csdn.net/VRunSoftYanlz/article/details/106698042

++++[Animator动画]:https://blog.csdn.net/VRunSoftYanlz/article/details/106863517

++++[Animation]:https://blog.csdn.net/VRunSoftYanlz/article/details/106931626

++++[AnimationCurve]:https://blog.csdn.net/VRunSoftYanlz/article/details/106952329

++++[AnimationEvent]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008468

++++[Joint关节]:https://blog.csdn.net/VRunSoftYanlz/article/details/106771226

++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995

++++[WWW万维网]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063

++++[Keyframe关键帧]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

++++[Gizmos可视化]:https://blog.csdn.net/VRunSoftYanlz/article/details/107049986

++++[Debug调试]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029574

++++[PlayerPrefs存档]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029106

++++[StateMachine]:https://blog.csdn.net/VRunSoftYanlz/article/details/107028714

++++[AnimationClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106951675

++++[Input输入]:https://blog.csdn.net/VRunSoftYanlz/article/details/106843487

++++[Resources资源]:https://blog.csdn.net/VRunSoftYanlz/article/details/106818524

++++[Network网络]:https://blog.csdn.net/VRunSoftYanlz/article/details/106795026

++++[Collision碰撞]:https://blog.csdn.net/VRunSoftYanlz/article/details/106697669

++++[Matrix4x4矩阵]:https://blog.csdn.net/VRunSoftYanlz/article/details/106504027

++++[Renerer渲染器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106481994

++++[AudioSource]:https://blog.csdn.net/VRunSoftYanlz/article/details/106462679

++++[AudioClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448955

++++[Texture纹理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448589

++++[AssetBundle]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412190

++++[ScriptableObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106392769

 

 

 

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

【XR游戏开发QQ群:784477094

++立钻哥哥推荐的拓展学习链接(Link_Url)

立钻哥哥推荐的拓展学习链接(Link_Url)

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/

++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846

++++HTC_VIVE开发基础https://blog.csdn.net/VRunSoftYanlz/article/details/81989970

++++Oculus杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82469850

++++Oculus安装使用https://blog.csdn.net/VRunSoftYanlz/article/details/82718982

++++Unity+SteamVR=>VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88809370

++++Unity减少VR晕眩症https://blog.csdn.net/VRunSoftYanlz/article/details/89115518

++++SteamVR简介https://blog.csdn.net/VRunSoftYanlz/article/details/86484254

++++SteamVR脚本功能分析https://blog.csdn.net/VRunSoftYanlz/article/details/86531480

++++SteamVR2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/86618187

++++SteamVR2.2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/88784527

++++SteamVR2.2.0快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/88833579

++++SteamVR2.2.0交互系统https://blog.csdn.net/VRunSoftYanlz/article/details/89199778

++++SteamVR2.2.0传送机制https://blog.csdn.net/VRunSoftYanlz/article/details/89390866

++++SteamVR2.2.0教程(一)https://blog.csdn.net/VRunSoftYanlz/article/details/89324067

++++SteamVR2.2.0教程(二)https://blog.csdn.net/VRunSoftYanlz/article/details/89894097

++++SteamVR_Skeleton_Poserhttps://blog.csdn.net/VRunSoftYanlz/article/details/89931725

++++SteamVR实战之PMCorehttps://blog.csdn.net/VRunSoftYanlz/article/details/89463658

++++SteamVR/Extrashttps://blog.csdn.net/VRunSoftYanlz/article/details/86584108

++++SteamVR/Inputhttps://blog.csdn.net/VRunSoftYanlz/article/details/86601950

++++OpenXR简介https://blog.csdn.net/VRunSoftYanlz/article/details/85726365

++++VRTK杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82562993

++++VRTK快速入门(杂谈)https://blog.csdn.net/VRunSoftYanlz/article/details/82955267

++++VRTK官方示例(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82955410

++++VRTK代码结构(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82780085

++++VRTK(SceneResources)https://blog.csdn.net/VRunSoftYanlz/article/details/82795400

++++VRTK_ControllerEventshttps://blog.csdn.net/VRunSoftYanlz/article/details/83099512

++++VRTK_InteractTouchhttps://blog.csdn.net/VRunSoftYanlz/article/details/83120220

++++虚拟现实行业应用https://blog.csdn.net/VRunSoftYanlz/article/details/88360157

++++Steam平台上的VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88960085

++++Steam平台热销VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/89007741

++++VR实验:以太网帧的构成https://blog.csdn.net/VRunSoftYanlz/article/details/82598140

++++实验四:存储器扩展实验https://blog.csdn.net/VRunSoftYanlz/article/details/87834434

++++FrameVR示例V0913https://blog.csdn.net/VRunSoftYanlz/article/details/82808498

++++FrameVR示例V1003https://blog.csdn.net/VRunSoftYanlz/article/details/83066516

++++SwitchMachineV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++PlaySceneManagerV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++Unity5.x用户手册https://blog.csdn.net/VRunSoftYanlz/article/details/81712741

++++Unity面试题ABChttps://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++Unity面试题Dhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630838

++++Unity面试题Ehttps://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity面试题Fhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630945

++++Cocos2dx面试题https://blog.csdn.net/VRunSoftYanlz/article/details/78630967

++++禅道[zentao]https://blog.csdn.net/VRunSoftYanlz/article/details/83964057

++++Lua快速入门篇(Xlua拓展):https://blog.csdn.net/VRunSoftYanlz/article/details/81173818

++++Lua快速入门篇(XLua教程):https://blog.csdn.net/VRunSoftYanlz/article/details/81141502

++++Lua快速入门篇(基础概述)https://blog.csdn.net/VRunSoftYanlz/article/details/81041359

++++框架知识点https://blog.csdn.net/VRunSoftYanlz/article/details/80862879

++++游戏框架(UI框架夯实篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80781140

++++游戏框架(初探篇)https://blog.csdn.net/VRunSoftYanlz/article/details/80630325

++++.Net框架设计https://blog.csdn.net/VRunSoftYanlz/article/details/87401225

++++从零开始学架构https://blog.csdn.net/VRunSoftYanlz/article/details/88095895

++++设计模式简单整理https://blog.csdn.net/vrunsoftyanlz/article/details/79839641

++++专题:设计模式(精华篇)https://blog.csdn.net/VRunSoftYanlz/article/details/81322678

++++U3D小项目参考https://blog.csdn.net/vrunsoftyanlz/article/details/80141811

++++Unity小游戏算法分析https://blog.csdn.net/VRunSoftYanlz/article/details/87908365

++++Unity案例(Vehicle)https://blog.csdn.net/VRunSoftYanlz/article/details/82355876

++++UML类图https://blog.csdn.net/vrunsoftyanlz/article/details/80289461

++++PowerDesigner简介https://blog.csdn.net/VRunSoftYanlz/article/details/86500084

++++Unity知识点0001https://blog.csdn.net/vrunsoftyanlz/article/details/80302012

++++Unity知识点0008https://blog.csdn.net/VRunSoftYanlz/article/details/81153606

++++U3D_Shader编程(第一篇:快速入门篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372071

++++U3D_Shader编程(第二篇:基础夯实篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372628

++++Unity引擎基础https://blog.csdn.net/vrunsoftyanlz/article/details/78881685

++++Unity面向组件开发https://blog.csdn.net/vrunsoftyanlz/article/details/78881752

++++Unity物理系统https://blog.csdn.net/vrunsoftyanlz/article/details/78881879

++++Unity2D平台开发https://blog.csdn.net/vrunsoftyanlz/article/details/78882034

++++UGUI基础https://blog.csdn.net/vrunsoftyanlz/article/details/78884693

++++UGUI进阶https://blog.csdn.net/vrunsoftyanlz/article/details/78884882

++++UGUI综合https://blog.csdn.net/vrunsoftyanlz/article/details/78885013

++++Unity动画系统基础https://blog.csdn.net/vrunsoftyanlz/article/details/78886068

++++Unity动画系统进阶https://blog.csdn.net/vrunsoftyanlz/article/details/78886198

++++Navigation导航系统https://blog.csdn.net/vrunsoftyanlz/article/details/78886281

++++Unity特效渲染https://blog.csdn.net/vrunsoftyanlz/article/details/78886403

++++Unity数据存储https://blog.csdn.net/vrunsoftyanlz/article/details/79251273

++++Unity中Sqlite数据库https://blog.csdn.net/vrunsoftyanlz/article/details/79254162

++++WWW类和协程https://blog.csdn.net/vrunsoftyanlz/article/details/79254559

++++Unity网络https://blog.csdn.net/vrunsoftyanlz/article/details/79254902

++++Unity资源加密https://blog.csdn.net/VRunSoftYanlz/article/details/87644514

++++PhotonServer简介https://blog.csdn.net/VRunSoftYanlz/article/details/86652770

++++编写Photon游戏服务器https://blog.csdn.net/VRunSoftYanlz/article/details/86682935

++++C#事件https://blog.csdn.net/vrunsoftyanlz/article/details/78631267

++++C#委托https://blog.csdn.net/vrunsoftyanlz/article/details/78631183

++++C#集合https://blog.csdn.net/vrunsoftyanlz/article/details/78631175

++++C#泛型https://blog.csdn.net/vrunsoftyanlz/article/details/78631141

++++C#接口https://blog.csdn.net/vrunsoftyanlz/article/details/78631122

++++C#静态类https://blog.csdn.net/vrunsoftyanlz/article/details/78630979

++++C#中System.String类https://blog.csdn.net/vrunsoftyanlz/article/details/78630945

++++C#数据类型https://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity3D默认的快捷键https://blog.csdn.net/vrunsoftyanlz/article/details/78630838

++++游戏相关缩写https://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++UnityAPI.Rigidbody刚体https://blog.csdn.net/VRunSoftYanlz/article/details/81784053

++++UnityAPI.Material材质https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++UnityAPI.Android安卓https://blog.csdn.net/VRunSoftYanlz/article/details/81843193

++++UnityAPI.AndroidJNI安卓JNIhttps://blog.csdn.net/VRunSoftYanlz/article/details/81879345

++++UnityAPI.Transform变换https://blog.csdn.net/VRunSoftYanlz/article/details/81916293

++++UnityAPI.WheelCollider轮碰撞器https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++UnityAPI.Resources资源https://blog.csdn.net/VRunSoftYanlz/article/details/83155518

++++JSON数据结构https://blog.csdn.net/VRunSoftYanlz/article/details/82026644

++++CocosStudio快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/82356839

++++Unity企业内训(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82634668

++++Unity企业内训(第1讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82634733

++++Unity企业内训(第2讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82861180

++++Unity企业内训(第3讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82927699

++++Unity企业内训(第4讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83479776

++++Unity企业内训(第5讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83963811

++++Unity企业内训(第6讲)https://blog.csdn.net/VRunSoftYanlz/article/details/84207696

++++钻哥带您了解产品原型https://blog.csdn.net/VRunSoftYanlz/article/details/87303828

++++插件<Obi Rope>https://blog.csdn.net/VRunSoftYanlz/article/details/83963905

++++计算机组成原理(教材篇)https://blog.csdn.net/VRunSoftYanlz/article/details/82719129

++++5G接入:云计算和雾计算https://blog.csdn.net/VRunSoftYanlz/article/details/88372718

++++云计算通俗讲义https://blog.csdn.net/VRunSoftYanlz/article/details/88652803

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz

--_--VRunSoft:lovezuanzuan--_--

--_--VRunSoft:lovezuanzuan--_--

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