Yes,I can!

题目描述

Boys and girls: Good evening. Welcome to take the select contest. I wish you can be an ACMer, and ACM can bring the happiness of success to you. ACM is a little difficult,but if you try,you can!Nothing is impossible.

输入

One line, the ACMer’s name. The name is at most 8 characters.

输出

You should output one line like the output sample. Output “I am” then the acmer’s name, then “,yes,I can!”

样例输入
Mary

样例输出
I am Mary,yes,I can!

#include<stdio.h>
#include<string.h>
int main()
{
    int i,n,t,j;
	char a[10];
    gets(a);
   	n=strlen(a);
    printf("I am ");
    for(i=0;i<n;i++)
    {
        printf("%c",a[i]);
   	}
	printf(",yes,I can!\n");	   	
    return 0;
}
  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 1
    评论
Yes, you can update an object with a script using Addressables. Addressables primarily deals with loading and managing game assets, but you can use the loaded assets to update objects in your game. Here's an example of how you can update an object with a script using Addressables: ```csharp using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.ResourceManagement.AsyncOperations; public class ObjectUpdater : MonoBehaviour { public AssetReference objectReference; private GameObject instantiatedObject; private async void Start() { await LoadObject(); UpdateObject(); } private async Task LoadObject() { AsyncOperationHandle<GameObject> handle = Addressables.LoadAssetAsync<GameObject>(objectReference); await handle.Task; if (handle.Status == AsyncOperationStatus.Succeeded) { instantiatedObject = Instantiate(handle.Result, transform.position, Quaternion.identity); } } private void UpdateObject() { // Update the object here with your desired changes instantiatedObject.transform.localScale = Vector3.one * 2f; instantiatedObject.GetComponent<Renderer>().material.color = Color.red; } } ``` In the above example, we have a script called `ObjectUpdater` that loads and updates an object using Addressables. The `objectReference` variable is an AssetReference that points to the object you want to load. In the `Start` method, we first load the object asynchronously using `Addressables.LoadAssetAsync`. Once the object is loaded, we instantiate it at the desired position. Then, in the `UpdateObject` method, you can make any desired changes to the loaded object. In this example, we scale it and change its material color. Remember to attach the `ObjectUpdater` script to a GameObject in your scene and assign the appropriate AssetReference to the `objectReference` variable in the inspector. I hope this helps! Let me know if you have any further questions.
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值