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自用插件
文章平均质量分 78
mmly745
博客自用,整理所学
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自用-动画管理
用animation管理子动画通过OnEnable来控制动画的开启,播放。简单的TEST,根据自己需求来完善//子脚本using UnityEngine;using System.Collections;using System.Collections.Generic;public class TestDoAnimator : MonoBehaviour {原创 2017-07-20 17:19:55 · 238 阅读 · 0 评论 -
camera平滑移动
using UnityEngine;using System.Collections;using DG.Tweening;public class CameraFloatEffect : MonoBehaviour{ private GameObject camera; private bool startFloatingCamera = false;/原创 2017-08-09 19:07:55 · 346 阅读 · 0 评论 -
新旧animator编辑问题
解决在animator子物体下无法调节animation问题//放在editor下using UnityEngine;using System.Collections;using System.Collections.Generic;using UnityEditor;public class ChangeAnimationInspector : Editor{原创 2017-08-09 19:10:35 · 340 阅读 · 0 评论 -
自用整理资源插件
using UnityEngine;using System.Collections;using System.Collections.Generic;using UnityEditor;using System.IO;public class GetAllObject : MonoBehaviour{ [MenuItem("Wpw/Assets/Chan原创 2017-08-29 11:57:55 · 311 阅读 · 0 评论 -
用animator控制animation并记录正播倒播
//父级脚本,挂在animator上using UnityEngine;using System.Collections;public class UIAnimatorParent : MonoBehaviour{ //父级脚本 //控制动画时长 float animTime = 0.1f; //停止时间 float sto原创 2017-08-29 12:01:50 · 2675 阅读 · 0 评论 -
自用行为树
自用行为树逻辑,分为权重和顺序基类using UnityEngine;using XXKJ.Project2.Data;/// <summary>/// AI接口/// </summary>public interface IActorAIHelper{ bool Boot { get; set; } void AIInit(int id, float stun...原创 2018-03-08 14:39:30 · 209 阅读 · 0 评论 -
自用相机管理
//用处,根据分辨率的改变,自适应canvas大小,不去改变长度,自适应高度和相机的值using UnityEngine;using UnityEngine.UI;using System;using System.Collections;public struct Point{ public double x; public double y; public double ...原创 2018-04-11 16:28:03 · 143 阅读 · 0 评论 -
批量替换预设sprite
using UnityEngine;using UnityEngine.UI;using System.Collections;using System.Collections.Generic;using UnityEditor;using System.IO;public class ChangeAtlas : MonoBehaviour{ [MenuItem("Wpw...原创 2018-10-02 19:27:14 · 306 阅读 · 0 评论