<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[Fanstasic的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/Fanstasic</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; Fanstasic]]></copyright><item><title><![CDATA[计算坐标是否在菱形内]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/143327604</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/143327604</guid><author>Fanstasic</author><pubDate>Tue, 29 Oct 2024 14:01:02 +0800</pubDate><description><![CDATA[【代码】计算坐标是否在菱形内。]]></description><category></category></item><item><title><![CDATA[Unity 2022 entities 物体旋转]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/131385725</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/131385725</guid><author>Fanstasic</author><pubDate>Sun, 25 Jun 2023 20:48:47 +0800</pubDate><description><![CDATA[【代码】Unity 2022 entities 物体旋转。]]></description><category></category></item><item><title><![CDATA[C# 字符串反转]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/127073123</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/127073123</guid><author>Fanstasic</author><pubDate>Tue, 27 Sep 2022 16:15:41 +0800</pubDate><description><![CDATA[【代码】C# 字符串反转。]]></description><category></category></item><item><title><![CDATA[lua 字符串数字转字符串数组]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/126895783</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/126895783</guid><author>Fanstasic</author><pubDate>Fri, 16 Sep 2022 18:29:31 +0800</pubDate><description><![CDATA[【代码】lua 字符串数字转字符串数组。]]></description><category></category></item><item><title><![CDATA[Unity 有限状态机]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/124987684</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/124987684</guid><author>Fanstasic</author><pubDate>Thu, 26 May 2022 16:44:20 +0800</pubDate><description><![CDATA[using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class IdleState : IState
{
    private FSM manager;
    private Parameter parameter;
    private float timer;
    public IdleState(FSM manager)
    {
        this.manag.]]></description><category></category></item><item><title><![CDATA[unity 相机鼠标控制移动旋转缩放]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/124865474</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/124865474</guid><author>Fanstasic</author><pubDate>Thu, 19 May 2022 16:10:50 +0800</pubDate><description><![CDATA[using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraCtrl02 : MonoBehaviour
{
    private Vector3 newPos;
    private Vector3 newZoom;
    private Quaternion newRota;

    [SerializeField] privat.]]></description><category></category></item><item><title><![CDATA[Unity 消息模块]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/124547398</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/124547398</guid><author>Fanstasic</author><pubDate>Mon, 02 May 2022 21:41:12 +0800</pubDate><description><![CDATA[using System;
using System.Collections.Generic;

public class MessageManager
{

    static MessageManager mInstance;
    public static MessageManager Instance
    {
        get
        {
            return mInstance ??= new MessageManager();
        }
   .]]></description><category></category></item><item><title><![CDATA[Unity shader 图片置灰]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/123250407</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/123250407</guid><author>Fanstasic</author><pubDate>Thu, 03 Mar 2022 11:54:17 +0800</pubDate><description><![CDATA[// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "UISprites/DefaultGray"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)
   .]]></description><category></category></item><item><title><![CDATA[Unity shader 2d描边]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/123203024</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/123203024</guid><author>Fanstasic</author><pubDate>Tue, 01 Mar 2022 12:37:23 +0800</pubDate><description><![CDATA[Shader "Custom/ShaderForTest2"
{
 Properties
 {
  _MainTex("Main Texture", 2D) = "white"{} 
  _EdgeAlphaThreshold("Edge Alpha Threshold", Float) = 1.0 
  _EdgeColor("Edge Color", Color) = (0,0,0,1)   
  _...]]></description><category></category></item><item><title><![CDATA[Unity MeshAnimator 2.0.16 ShaderMode]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/120673206</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/120673206</guid><author>Fanstasic</author><pubDate>Sat, 09 Oct 2021 16:07:37 +0800</pubDate><description><![CDATA[1、模型材质shader需全部修改为MeshAinmator内置shader否则会导致动画无法播放



2、材质开启GPUInstancing，mesh animator2.0支持网格动画的GPUInstancing



3、点击底部bake按钮对动画和材质进行烘焙



4、烘焙完成后可得以下资源










...]]></description><category></category></item><item><title><![CDATA[Unity shader 圆形进度条]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/120491063</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/120491063</guid><author>Fanstasic</author><pubDate>Sun, 26 Sep 2021 16:09:42 +0800</pubDate><description><![CDATA[Shader "Custom/CircularProgressBarShader"
{
    Properties
    {
        _BGTex("Background Texture",2D) = "white"{}
        //[PerRendererData] 
        _MaskTex("Mask Texture", 2D) = "white" {}
        _Color("Tint", Color) = (1,1,1,1)
        _Rate("Ra.]]></description><category></category></item><item><title><![CDATA[Unity 通过接口实现接口的广播]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/120162661</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/120162661</guid><author>Fanstasic</author><pubDate>Tue, 07 Sep 2021 17:16:12 +0800</pubDate><description><![CDATA[public interface IEndGameObserver
{
    void EndNotify();
}


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class GameManager : Singleton&lt;GameManager&gt;
{
    protected override void Awake()
    {
        base..]]></description><category></category></item><item><title><![CDATA[Unity 泛型单例]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/120160958</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/120160958</guid><author>Fanstasic</author><pubDate>Tue, 07 Sep 2021 16:24:27 +0800</pubDate><description><![CDATA[using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Singleton&lt;T&gt; : MonoBehaviour where T : Singleton&lt;T&gt;
{
    private static T instance;
    public static T Instance
    {
        get { return instance;.]]></description><category></category></item><item><title><![CDATA[Unity Editor Script 创建自定义窗口]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/119896044</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/119896044</guid><author>Fanstasic</author><pubDate>Tue, 24 Aug 2021 18:15:14 +0800</pubDate><description><![CDATA[using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;

public class MyWindow : EditorWindow
{
    [MenuItem("Window/ShowMyWindow")]
    static void ShowMyWindow()
    {
        MyWindow window = EditorWindow.Get.]]></description><category></category></item><item><title><![CDATA[Unity Editor Script 创建对话框]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/119894130</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/119894130</guid><author>Fanstasic</author><pubDate>Tue, 24 Aug 2021 17:03:21 +0800</pubDate><description><![CDATA[[MenuItem("Tools/CreateWizard")]
     static void CreateWizard()
    {
        ScriptableWizard.DisplayWizard&lt;EnemyChange&gt;("统一修改敌人");
    }


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

publ...]]></description><category></category></item><item><title><![CDATA[Unity ContextMenuItem 和 ContextMenu的使用]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/119893741</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/119893741</guid><author>Fanstasic</author><pubDate>Tue, 24 Aug 2021 16:50:40 +0800</pubDate><description><![CDATA[using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerHealth : MonoBehaviour
{
    [ContextMenuItem("AddHp","AddHp")]//属性右键新增调用方法
    public int startingHealth;
    public Color flashColor;
    void AddHp()
   .]]></description><category></category></item><item><title><![CDATA[Unity Editor Script 新增按钮实现右键删除GameObject]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/119892757</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/119892757</guid><author>Fanstasic</author><pubDate>Tue, 24 Aug 2021 16:20:11 +0800</pubDate><description><![CDATA[[MenuItem("GameObject/MyDelete", false, 11)]
    static void MyDelete()
    {
        foreach (Object o in Selection.objects)
        {
            //GameObject.DestroyImmediate(o);//不可撤回操作
            Undo.DestroyObjectImmediate(o);//可撤回操作
        }
...]]></description><category></category></item><item><title><![CDATA[Unity Editor Script 指定组件右键添加功能按钮]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/119892154</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/119892154</guid><author>Fanstasic</author><pubDate>Tue, 24 Aug 2021 16:03:00 +0800</pubDate><description><![CDATA[//在指定脚本中右键添加按钮  CONTEXT/组件名/按钮名
    [MenuItem("CONTEXT/PlayerHealth/InitHealthAndSpeed")]
    //MenuCommand : 当前右键点击的组件
    static void InitHealthAndSpeed(MenuCommand cmd)
    {
        PlayerHealth health = cmd.context as PlayerHealth;
        health...]]></description><category></category></item><item><title><![CDATA[Unity Editor Script 创建菜单栏按钮]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/119890665</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/119890665</guid><author>Fanstasic</author><pubDate>Tue, 24 Aug 2021 15:15:45 +0800</pubDate><description><![CDATA[using UnityEditor;
using UnityEngine;
public class Tools
{
    //在unity软件菜单栏上新增Tools
    //优先级默认为1000 每11个优先级为1组
    [MenuItem("Tools/Test/test", false, 1)]
    static void Test()
    {
        Debug.Log("Test");
    }
}


...]]></description><category></category></item><item><title><![CDATA[Unity 设置物体坐标并使用欧拉角设置transform四元数旋转]]></title><link>https://blog.youkuaiyun.com/Fanstasic/article/details/119728432</link><guid>https://blog.youkuaiyun.com/Fanstasic/article/details/119728432</guid><author>Fanstasic</author><pubDate>Mon, 16 Aug 2021 11:07:49 +0800</pubDate><description><![CDATA[using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TransformTest : MonoBehaviour
{
    void Start()
    {
        SetPosAnRotation(new Vector3(10, 10, 10), new Vector3(10, 10, 10), transform);
    }
    //使用欧拉角设置物.]]></description><category></category></item></channel></rss>