VS中输入prop 按tab键可快速定义getter,setter。或者点邮件重构
//dotween监听事件结束后,设置委托
obj.DOAnchorPosY(53.2f, 0.5f)
.OnComplete(delegate { obj.gameObject.SetActive(false); });
//便利子集的所有物体
foreach (Transform t in arrays){
//todothing......
}
//continue 继续循环
foreach (var item in t)
{
if (t.tag != "Block") continue;
}
扩展方法
public static class StringExtension
{
public static void Foo(this string s)
{
Console.WriteLine("Foo invoked for {0}", s);
}
}
加载当前场景
EditorSceneManager.LoadScene(EditorSceneManager.GetActiveScene().buildIndex);
2d场景中camera的size大小=高度的2倍
cameraSize*2/pic.width/100=camera.height/camera.width
float targetWidth = Camera.main.orthographicSize * 2 / Screen.height * Screen.width;
##插件,在创建mono脚本时调用
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AutoNameSpace :UnityEditor.AssetModificationProcessor {
private static void OnWillCreateAsset(string assetName)
{
Debug.Log(assetName);
}
}