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星火冰雷
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Lua 反射获取和修改C#变量
【代码】Lua 反射获取和修改C#变量。原创 2023-02-13 14:47:44 · 539 阅读 · 0 评论 -
Lua判断一个对象是否为空,包含userdata
客户端在开发游戏的时候,经常会遇到一个问题,C#传递过来的GameObject已经被销毁了,但是lua这边判断却不是nil,而是一个userdata,那怎么判断一个userdata是否为空呢?原创 2023-02-09 12:20:36 · 1282 阅读 · 0 评论 -
Unity3D导入音频自动设置格式(包含手动设置)
using System.Collections;using System.Collections.Generic;using UnityEditor;using UnityEngine;using System.Text.RegularExpressions;using System.IO;public class AudioProcessor : AssetPostprocessor{ [MenuItem("AssetsTools/将选择文件夹的音频设置成规定格式", fals原创 2022-01-13 16:36:16 · 4189 阅读 · 0 评论 -
Unity3d 2020以上版本创建SpriteAtlas工具
using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEditor;using System.IO;using UnityEditor.U2D;using UnityEngine.U2D;public class CreateSpriteAtlas{ static string rootPath = (Application.dataPath + "/").Rep原创 2022-01-13 16:34:54 · 3033 阅读 · 0 评论 -
Unity3D Texture导入设置(包含手动和自动设置)
using System.Collections;using System.Collections.Generic;using UnityEditor;using UnityEngine;using System.Text.RegularExpressions;using System.IO;public class UISpritePostprocessor : AssetPostprocessor{ static string effectPath = "Game/Art/Eff原创 2022-01-13 16:32:27 · 4006 阅读 · 0 评论 -
Unity资源依赖检测小工具
using System;using System.Collections.Generic;using System.IO;using UnityEditor;using UnityEngine;public class CheckPrefabDependencies : EditorWindow{ private string idStr = ""; private static CheckPrefabDependencies window; private stat原创 2021-10-11 17:21:17 · 580 阅读 · 0 评论 -
unity小工具之Hierarchy控制物体显示和隐藏
unity小工具之Hierarchy控制物体显示和隐藏using System;using System.Collections.Generic;using System.Reflection;using UnityEditor;using UnityEngine;using Object = UnityEngine.Object;namespace SubjectNerd.QuickToggle{ [InitializeOnLoad] public class Quick原创 2021-03-26 16:07:10 · 2358 阅读 · 0 评论