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一.什么是渲染管道?
是指在显示器上为了显示出图像而经过的一系列必要操作。5.使用光照贴图,使用多层次细节(LOD),使用着色器(Shader),使用预设(Prefab)。
2.AssetBundle
五:Unity3d中的碰撞器和触发器的区别?
####ArrayList存在不安全类型(ArrayList会把所有插入其中的数据都当做Object来处理) 装箱拆箱的操作(费时) List是接口,ArrayList是一个实现了该接口的类,可以被实例化
3.用unity自带的assets Server功能
九:OnEnable、Awake、Start运行时的发生顺序?哪些可能在同一个对象周期中反复的发生
- void Awake()
- {
- DontDestroyOnLoad(transform.gameObject);
- }
- foreach (Type type in assembly.GetTypes())
- {
- string t = type.Name;
- }
- string a = new string("abc");
- a = (a.ToUpper() + "123").Substring(0, 2);
string b = new string(new char[]{'a','b','c'});
- List<int> ls = new List<int>(new int[] { 1, 2, 3, 4, 5 });
- foreach (int item in ls)
- {
- Console.WriteLine(item * item);
- ls.Remove(item);
- }
-
- char * strcpy(char * strDest,const char * strSrc)
- {
- if ((strDest==NULL)||(strSrc==NULL))
- throw "Invalid argument(s)";
- char * strDestCopy=strDest;
- while ((*strDest++=*strSrc++)!='\0');
- return strDestCopy;
- }
-
- int Fib1(int index)
- {
- if(index
-
- int Fib5(int index)
- {
- if(index
-
- function Start() {
- // 协同程序WaitAndPrint在Start函数内执行,可以视同于它与Start函数同步执行.
- StartCoroutine(WaitAndPrint(2.0));
- print ("Before WaitAndPrint Finishes " + Time.time );
- }
-
- function WaitAndPrint (waitTime : float) {
- // 暂停执行waitTime秒
- yield WaitForSeconds (waitTime);
- print ("WaitAndPrint "+ Time.time );
- }
-
- using UnityEngine;
- using System.Collections;
-
- public class MovieTest : MonoBehaviour
- {
- //视频纹理
- protected MovieTexture movTexture;
-
- AudioClip audio;
- AudioSource AudioSource1;
-
- void Start()
- {
- StartCoroutine(DownLoadMovie());
- }
-
- void OnGUI()
- {
- if (GUILayout.Button("播放/继续"))
- {
- //播放/继续播放视频
- if (!movTexture.isPlaying)
- {
- movTexture.Play();
- AudioSource1.Play();
- }
- }
-
- if (GUILayout.Button("暂停播放"))
- {
- //暂停播放
- movTexture.Pause();
- AudioSource1.Pause();
- }
-
- if (GUILayout.Button("停止播放"))
- {
- //停止播放
- movTexture.Stop();
- AudioSource1.Stop();
- }
- }
-
- IEnumerator DownLoadMovie()
- {
- WWW www = new WWW ("http://127.0.0.1/Wildlife.ogg");//"file://" + Application.dataPath + "/Resources/Wildlife.ogg");
- yield return www;
- movTexture = www.movie;
-
- //获取主相机的声源
- AudioSource1 = Camera.main.GetComponent(typeof(AudioSource)) as AudioSource;
- //获取视频的声音设置到声源上
- AudioSource1.clip = movTexture.audioClip;
- audio = AudioSource1.clip;
-
-
- //设置当前对象的主纹理为电影纹理
- renderer.material.mainTexture = movTexture;
- //设置电影纹理播放模式为循环
- movTexture.loop = true;
- }
- }
-
- delegate b Func<a, b>(a a1);
- static void Main(string[] args)
- {
- Func<int, bool> mFunc = x => x == 5;
- Console.WriteLine(mFunc(6));
- }
- uint BitCount (uint n)
- {
- uint c = 0; // 计数器
- while (n > 0) {
- if ((n & 1) == 1) // 当前位是1
- ++c; // 计数器加1
- n >>= 1; // 移位
- }
- return c;
- }
- public Transform GetChild(int index);
- public int Transform.childCount
- public void OutputTree(Transform root)
- {
- }
- unsigned int getN(unsigned int v){
- v--;
- v |= v >> 1;
- v |= v >> 2;
- v |= v >> 4;
- v |= v >> 8;
- v |= v >> 16;
- v++;
- return v;
- }
- int func(int n)
- {
- if(n<=2) return 1;
- return n + func(n-1);
- }
- s = a;
- for(b = 1; b <= c; b++)
- s = s + 1;
- ;
- Console.ReadLine(num)
- int s = 0;
- for(int i = 1; i <= num; i++)
- {
- s += JieCheng(num);
- }
- public int JieCheng(int num)
- {
- if(num < 0)
- {
- Console.WriteLine("error");
- return;
- }
- if(num <=1)
- {
- return 1;
- }
- else {
- return num * JieCheng(num - 1)
- }
- }
- int GetResult(char[] input, char[] output)
- {
- int i, j, k = 0;
- int flag;
- int length;
- if(input == NULL || output == NULL)
- {
- return -1;
- }
- length=strlen(input);//求数组的长度
- for(i = 0; i<length; i++)
- {
- flag = 1;
- for(j = 0; j < i; j++)
- {
- if(output[j] == input [i])
- flag = 0;
- }
- if(flag)
- output[k++] = input[i];
- }
- printf("最终的字符串为:");
- output[k] = '\0';
- for(int m = 0; m < output.Length; m++)
- {
- print (output [m]);
- }
- return 0;
- }
第三部分
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