(不定时更新)
1:vs2019快捷键
ctrl + K + F //代码对齐
2:修改MeshRenderer的材质
public void changeMat()
{
Debug.Log("切换材质");
Material []material = obj.transform.GetComponent<MeshRenderer>().materials;
Debug.Log(material[0].name);
if (material[0].name == "one (Instance)")
{
material[0] = two;
Debug.Log("切换材质two");
}
else
{
material[0] = one;
Debug.Log("切换材质one");
}
obj.transform.GetComponent<MeshRenderer>().materials = material;
}
3:标准float字符串转float类型
public float StringToFloat(string s)
{
float ans = 0;
int i = 0;
int len = s.Length;
bool flag = false;
if (s[0] == '-')
{
flag = true;
++i;
}
while (i<len && s[i] != '.')
{
ans = ans * 10 + Convert.ToInt32(s[i])-48;
i++;
}
i++;
int j = 1;
while (i < len)
{
ans = ans + (float)((float)Convert.ToInt32(s[i]-48) / Math.Pow(10, j));
++j;
++i;
}
if (flag)
{
return -ans;
}
return ans;
}
4:double.toString()
double x = 123.562853;
float y;
float.TryParse(x.ToString(),out y);
Debug.Log(x.ToString()+" - " +y);//y默认4位小数,并且遵循四舍五入
float.TryParse(x.ToString("N"), out y);
Debug.Log(x.ToString("N") + " - " + y);//y默认两位小数,并且遵循四舍五入
float.TryParse(x.ToString("N0"), out y);
Debug.Log(x.ToString("N0") + " - " + y);//保留整数,四舍五入
float.TryParse(x.ToString("N1"), out y);
Debug.Log(x.ToString("N1") + " - " + y);
float.TryParse(x.ToString("N2"), out y);
Debug.Log(x.ToString("N2") + " - " + y);
float.TryParse(x.ToString("N3"), out y);
Debug.Log(x.ToString("N3") + " - " + y);
float.TryParse(x.ToString("N4"), out y);
Debug.Log(x.ToString("N4") + " - " + y);
float.TryParse(x.ToString("N5"), out y);
Debug.Log(x.ToString("N5") + " - " + y);//y最高也就是4位小数,即使设置位N5,依旧是4位小数
float.TryParse(x.ToString("N10"), out y);
Debug.Log(x.ToString("N10") + " - " + y);