<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[陈云佳的专栏]]></title><description><![CDATA[Game Developer]]></description><link>https://blog.youkuaiyun.com/BillCYJ</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; BillCYJ]]></copyright><item><title><![CDATA[AssetDatabase的方法总结]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/108429497</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/108429497</guid><author>BillCYJ</author><pubDate>Sun, 06 Sep 2020 11:31:17 +0800</pubDate><description><![CDATA[AssetDatabase的方法总结
1、AssetDatabase.FindAssets
public static string[] FindAssets(string filter);public static string[] FindAssets(string filter, string[] searchInFolders);



filter
该筛选器字符串可以包含：名称、资产标签和类型（类名称）的搜索数据


searchInFolders
指定一个或多个文件夹将限制搜索到这些文...]]></description><category></category></item><item><title><![CDATA[Unity第三方Android SDK接入所需的安卓基础知识]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/108425611</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/108425611</guid><author>BillCYJ</author><pubDate>Sat, 05 Sep 2020 22:35:43 +0800</pubDate><description><![CDATA[https://www.shuzhiduo.com/A/amd0yvvWzg/
安卓使用ANT来对应用打包，一般会经过以下几个步骤：
1.用aapt命令生成R.java文件
2.用aidl命令生成相应java文件
3.用javac命令编译java源文件生成class文件
4.用dx.bat将class文件转换成classes.dex文件
5.用aapt命令生成资源包文件resources.ap_
6.用apkbuilder.bat打包资源和classes.dex文件,生成unsigned.apk
7.用ja]]></description><category></category></item><item><title><![CDATA[C# 各种文件和路径操作]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/106261318</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/106261318</guid><author>BillCYJ</author><pubDate>Wed, 02 Sep 2020 16:00:24 +0800</pubDate><description><![CDATA[AppDomain.CurrentDomain.BaseDirectory：获取当前应用程序所在的目录，比如：“E:\KiHan2017\Others\CommitMetaChecker\”
if (!Directory.Exists(WorkingPath))：目标路径不存在
Directory.CreateDirectory(WorkingPath)：创建目标路径
if (!File.Exists(CurrentPath))：目标文件不存在
Path.GetDirectoryName(“E:\KiHan]]></description><category></category></item><item><title><![CDATA[如何用adb logcat查看安卓手机日志]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/105266062</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/105266062</guid><author>BillCYJ</author><pubDate>Thu, 02 Apr 2020 13:20:52 +0800</pubDate><description><![CDATA[1.安装adb
Windows教程：https://blog.youkuaiyun.com/y201314an/article/details/81022556
Mac教程：先在Mac上安装好Android Studio，再按教程来https://blog.youkuaiyun.com/weixin_38327562/article/details/71057276
2.个人常用命令
打开cmd窗口，手机连接上电脑并打开...]]></description><category></category></item><item><title><![CDATA[Windows .bat批处理脚本基础命令]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/102775710</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/102775710</guid><author>BillCYJ</author><pubDate>Mon, 28 Oct 2019 09:34:46 +0800</pubDate><description><![CDATA[在Windows中善用批处理可以简化很多重复工作。
未完待续~
Windows .bat批处理脚本基础命令

]]></description><category></category></item><item><title><![CDATA[NGUI的UIRoot、UICamera、UIPanel、UIRect、UIWidget、UITexture、UISprite、UILabel、Scroll View等]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/102729643</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/102729643</guid><author>BillCYJ</author><pubDate>Thu, 24 Oct 2019 19:04:37 +0800</pubDate><description><![CDATA[用NGUI也有几个月了，但一直没有系统性地学习过NGUI，今天来了解下~
UIRoot：https://blog.youkuaiyun.com/kakashi8841/article/details/20480717
UICamera：https://blog.youkuaiyun.com/kakashi8841/article/details/20548429
UIPanel：https://blog.youkuaiyun.com...]]></description><category></category></item><item><title><![CDATA[初识UE4]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/102695013</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/102695013</guid><author>BillCYJ</author><pubDate>Wed, 23 Oct 2019 10:28:19 +0800</pubDate><description><![CDATA[一、虚幻4术语
1.Actor：可放入关卡中的对象都是 Actor。Actor是支持三维转换（如平移、旋转和缩放）的泛型类。可通过游戏进程代码（C++或蓝图）创建（生成）及销毁Actor。在C++中，AActor是所有Actor的基本类。
2.Component 组件：组件（Component） 是可添加到Actor的一项功能。组件不可独立存在，但在将其添加到Actor后，该Actor便可以访问并...]]></description><category></category></item><item><title><![CDATA[C# Application类的dataPath、streamingAssetsPath、persistentDataPath、temporaryCachePath]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/99712313</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/99712313</guid><author>BillCYJ</author><pubDate>Thu, 22 Aug 2019 16:40:25 +0800</pubDate><description><![CDATA[数据文件路径：总共有四个属性，分别为：dataPath、persistentDataPath、streamingAssetsPath、 temporaryCachePath。
dataPath : Contains the path to the game data folder
dataPath是包含游戏数据文件夹的路径，dataPath是app程序包安装路径，app本身就在这里，此目录是只读的...]]></description><category></category></item><item><title><![CDATA[C#中委托和事件的区别]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/97246224</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/97246224</guid><author>BillCYJ</author><pubDate>Thu, 25 Jul 2019 11:10:57 +0800</pubDate><description><![CDATA[事件就是委托属性啊，有个add和remove以及一个私有委托
很多人说：“总是感觉委托和事件没什么区别，调用事件不就是相当于调用多个委托么？”
不全对，事件之于委托，就相当于，集合的属性之于集合的元素，注意：事件封装了一层，事件其实就是一个特殊的多播委托
class Program
{
	public delegate void SendHandler(string str);
	public e...]]></description><category></category></item><item><title><![CDATA[C# Partial关键字实现分部类和分部方法]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/97101732</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/97101732</guid><author>BillCYJ</author><pubDate>Wed, 24 Jul 2019 15:07:00 +0800</pubDate><description><![CDATA[一、分部类
把一个类、结构或接口（不支持委托和枚举）放在几个.cs脚本中处理，C#编译器会自动把它们合起来！
举例：
public class Partial : MonoBehaviour
{
    private void Start()
    {
        Util util = new Util();
        util.ShowMessage1();
        ut...]]></description><category></category></item><item><title><![CDATA[Unity中的SendMessage使用方法]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/96903125</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/96903125</guid><author>BillCYJ</author><pubDate>Mon, 22 Jul 2019 22:25:40 +0800</pubDate><description><![CDATA[Unity提供的消息推送机制可以非常方便我们的脚本开发，它实现的是一种伪监听者模式，本质上利用的是反射机制。
举例如下：
// 脚本一：发送消息
public class SendMessage : MonoBehaviour
{
    private MonoBehaviour mb; // 通过this来赋值
    public MonoBehaviour mb2; // 通过Unity的...]]></description><category></category></item><item><title><![CDATA[C#构造函数如何调用该类的其他构造函数]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/96638548</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/96638548</guid><author>BillCYJ</author><pubDate>Sat, 20 Jul 2019 22:08:28 +0800</pubDate><description><![CDATA[如下：
class Class1
{
    public Class1()
    {
        //Code 1
    }

    public Class1(string s):this()
    {
        //Code 2
    }

    public Class1(int i, string j)
        : this(j)
    {
       ...]]></description><category></category></item><item><title><![CDATA[继承自MonoBehaviour的类如何实现单例]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/96624652</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/96624652</guid><author>BillCYJ</author><pubDate>Sat, 20 Jul 2019 20:29:24 +0800</pubDate><description><![CDATA[泛型单例类：
public class Singleton&lt;T&gt; : MonoBehaviour where T : MonoBehaviour
{
    private static T mInstance;
    public static T GetInstance()
    {
        if (null == mInstance)
        {
      ...]]></description><category></category></item><item><title><![CDATA[用IList声明并用List实例化的目的]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/94720506</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/94720506</guid><author>BillCYJ</author><pubDate>Fri, 05 Jul 2019 10:56:59 +0800</pubDate><description><![CDATA[先举例：
public class User
{
    public string mName;
    public int mAge;
    public User(string name, int age)
    {
        mName = name;
        mAge = age;
    }
}
internal class IListTest
{
    publ...]]></description><category></category></item><item><title><![CDATA[《CLR via C#》基本类型.可空值类型]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/94600788</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/94600788</guid><author>BillCYJ</author><pubDate>Thu, 04 Jul 2019 11:08:27 +0800</pubDate><description><![CDATA[19.可空值类型
19.1C#对可空值类型的支持

]]></description><category></category></item><item><title><![CDATA[《CLR via C#》基本类型.定制特性]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/94379907</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/94379907</guid><author>BillCYJ</author><pubDate>Mon, 01 Jul 2019 09:40:51 +0800</pubDate><description><![CDATA[18.定制特性
18.1使用定制特性
未完待续

]]></description><category></category></item><item><title><![CDATA[StringWriter(Reader)，StreamWriter(Reader)和TextWriter(Reader)的区别]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/94150877</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/94150877</guid><author>BillCYJ</author><pubDate>Sat, 29 Jun 2019 14:32:51 +0800</pubDate><description><![CDATA[1.TextWriter(Reader)分别是对连续字符系列处理的编写器（读写器），继承自System.IO。
2.StringWriter(Reader)继承TextWriter(Reader)，它主要是对字符串进行处理的类。
3.StreamWriter(Reader)也继承TextWriter(Reader)，它主要是以流的形式处理数据，可以是文件流、系列端口流、媒体视频流等。
String...]]></description><category></category></item><item><title><![CDATA[C#如何通过Windows注册表获取到某个软件的目录和版本等信息]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/93998131</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/93998131</guid><author>BillCYJ</author><pubDate>Fri, 28 Jun 2019 14:27:32 +0800</pubDate><description><![CDATA[一、通过注册表得到TortoiseSVN的目录
// RegistryKey 表示 Windows 注册表中的项级节点，OpenSubKey(String)以只读方式打开密钥
RegistryKey SVNKey = Registry.LocalMachine.OpenSubKey("SOFTWARE\\TortoiseSVN"); 
if (SVNKey == null)
{
    Log.L...]]></description><category></category></item><item><title><![CDATA[《CLR via C#》基本类型.委托]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/92089702</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/92089702</guid><author>BillCYJ</author><pubDate>Sat, 15 Jun 2019 15:26:45 +0800</pubDate><description><![CDATA[17.委托
17.1初识委托
17.2用委托回调静态方法
17.3用委托回调实例方法
17.4委托揭秘
17.5用委托回调多个方法（委托链）
17.6委托定义不要太多（泛型委托）
17.6C#为委托提供的简化语法
1.不需要构造委托对象
2.不需要定义回调方法（用lambda表达式）

...]]></description><category></category></item><item><title><![CDATA[《CLR via C#》基本类型.数组]]></title><link>https://blog.youkuaiyun.com/BillCYJ/article/details/91570962</link><guid>https://blog.youkuaiyun.com/BillCYJ/article/details/91570962</guid><author>BillCYJ</author><pubDate>Wed, 12 Jun 2019 17:18:42 +0800</pubDate><description><![CDATA[16.数组
16.1初始化数组元素
XXX
16.2数组转型
16.3所有数组都隐式派生自System.Array
16.4所有数组都隐式实现IEnumerable，ICollection，IList
16.5数组的传递和返回
16.6创建下限非零的数组
16.7数组的内部工作原理
16.8不安全的数组访问和固定大小的数组

...]]></description><category></category></item></channel></rss>