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原创 Unity3d-WWW实现图片资源显示以及保存和本地加载
WWW实现图片资源显示以及保存和本地加载using UnityEngine;using System.Collections;using System.IO;using UnityEditor;enum GetPicType{ DownLoad = 0, LocalLoad,}public class Picture : MonoBehaviour{ //这里是本
2016-09-30 17:39:47 10127 1
原创 Unity3d-protobuf简单应用
using System.Text;using System.IO;using ProtoBuf;namespace Protobuf{ class ProtobufHelper { /// <summary> /// 序列化成string /// </summary> /// <typeparam name="T
2016-09-30 16:18:19 705
原创 Unity3d-XML将一个”非”xml的字符串变成规范的xml格式
如何将一个”非”xml的字符串变成规范的xml格式using System;using System.Collections.Generic;using System.Linq;using System.Text;using System.Text.RegularExpressions;using System.Threading.Tasks;using System.Xml;usi
2016-09-30 12:57:22 1046
原创 Unity3d-XML简介-增加,删除,修改
什么是XML?扩展性标识语言 Extensible Markup Language 标签可以自定义 用于数据信息的描述,它是被设计用来传输和存储数据。XML被设计用来结构化、存储以及传输信息。XML格式化工具 http://web.chacuo.net/formatxml XML编程相关的类、方法、属性 XMLDocument CreateElement() /
2016-09-30 11:41:55 3566
原创 Unity3d-json简介
定义 JSON(JavaScript Object Notation) 意思是JavaScript对象表示法,它是一种基于文本,独立于语言的轻量级的数据交换格式。 官网 http://www.json.org/ 特点 1.独立于语言(C++、C、JS、C#、JAVA…) 2.自我描述性,容易理解 JSON示例{ “Persons”:[
2016-09-30 10:18:28 540
原创 untiy3d-socket简单应用
服务端: vs 控制台应用程序,static void Main(string[] args) { //1.创建一个socket对象 Socket tcpServer = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);//寻址方案
2016-09-30 09:53:47 457
原创 Unity3D之简单的点击拾取
新建一个Cube物体和一个脚本Cube,将Cube脚本挂到Cube物体上,代码如下:using UnityEngine; using System.Collections; public class Cube : MonoBehaviour { void OnTouched() { Debug.Log("该物体被选中了!"); }
2016-09-20 10:20:19 8849
原创 Unity3d实现Android滑动屏幕移动3D物体
新建一个Cube,添加脚本:TestInput.csusing UnityEngine;using System.Collections;public class TestInput : MonoBehaviour { public float speed = 0.1F; void Update() { if (Input.touchCount > 0 && In
2016-09-18 16:48:50 7596
原创 Android下调试unity3d应用
如下代码关联到一个空的gameobjecusing UnityEngine;using System.Collections;public class GuiTextDebug : MonoBehaviour{ private float windowPosition = -440.0f; private int positionCheck = 2; private st
2016-09-18 09:48:26 468
原创 Unity客户端架构-GlobalGenerator
using UnityEngine;using System.Collections;public class GlobalGenerator : MonoBehaviour{ // Use this for initialization void Start () { this.InitGameMangager(); } public vo
2016-09-17 20:44:08 969
原创 Unity客户端架构-DialogType
using System;public enum DialogType{ None, Login, Character, Main, World, Duplicate, Fight, Bag, Mail, HeroTips, MonsterTips,}
2016-09-17 20:43:05 503
原创 Unity客户端架构-DialogInfo
using UnityEngine;using System.Collections;using System;public class DialogInfo : BaseDialog { private AsynState asynState = AsynState.Completed; public AsynState AsynState { get
2016-09-17 20:42:00 592
原创 Unity客户端架构-BaseDialog
using UnityEngine;using System;public class BaseDialog { private string name; private UILabel title; private UILabel prompt; private GameObject container; protected DialogType _ty
2016-09-17 20:40:39 528
原创 Unity客户端架构-DialogManager
using UnityEngine;using System.Collections;using System;public class DialogManager : MonoBehaviour { private Hashtable dialogs = new Hashtable(); public bool DialogExist(DialogType type)
2016-09-17 20:39:30 1253
原创 Unity客户端架构-PanelManager
using UnityEngine;using System.Collections;using System.Diagnostics;using System;public class PanelManager : MonoBehaviour { private Transform parent; private string path; public Transform
2016-09-17 19:54:41 1718
原创 Unity客户端架构-Resource
using UnityEngine;using System.Collections;using System.IO;using System;public class Resource { private static Hashtable texts = new Hashtable(); private static Hashtable images = new Has
2016-09-17 19:44:04 802
原创 Unity客户端架构-io
using UnityEngine;using System.Collections;//管理调用Managerpublic class io : MonoBehaviour { private static GameObject _manager; private static GameManager _gameManager; private static PanelM
2016-09-17 19:29:51 838
原创 Unity客户端架构-UIContainer
using UnityEngine;using System.Collections;using System.Collections.Generic;//UI容器public class UIContainer : MonoBehaviour { public GameObject loginPanel; public GameObject mainPanel; pub
2016-09-17 19:22:50 874
原创 Unity客户端架构-Util
using UnityEngine;using System.Collections;using System.Collections.Generic;using System.Globalization;using System;using System.IO;using LitJson;using clientTBL;using ProtoTblConfig;//存放一些通用函数
2016-09-17 19:14:40 1774
原创 Getting Started with Strange IoC
原英文链接:https://coffeebraingames.wordpress.com/2014/03/05/getting-started-with-strange-ioc/译文:Strange是一个Unity3D中用于控制反转的第三方框架,控制反转(IOC-Inversion of Control)思想是类间解耦的一个重要方法,对于我来说,任何解耦技术都值得去学习。什么是IOC?这里有详细解答
2016-09-17 12:18:25 1173
原创 Unity项目架构设计与开发管理
1.EmptyGO 2.Simple GameManager 3.Manager of Managers 4.MVCS(StrageloC) 5.MVVM(uFrame) ………. 1.EmptyGo Put all the code without visual representation in the world onto an empty game object. Use G
2016-09-16 14:54:23 4529
原创 Unity3D游戏开发框架-创建txt文件,管理prefab路径
新建C#脚本文件:CreateResini,这里没有继承MonoBehaviourusing UnityEngine;using System.Collections;using UnityEditor;using System.IO;using System.Collections.Generic;public class CreateResini { [MenuItem("T
2016-09-10 11:21:30 3484
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