<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[Farburic的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/Farburic</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; Farburic]]></copyright><item><title><![CDATA[Unity多线程编程]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/151726001</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/151726001</guid><author>Farburic</author><pubDate>Mon, 15 Sep 2025 21:55:48 +0800</pubDate><description><![CDATA[Unity中的多线程编程：Task、Job、Parallel...自学笔记]]></description><category></category></item><item><title><![CDATA[Unity Dots-ECS架构]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/151371693</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/151371693</guid><author>Farburic</author><pubDate>Tue, 09 Sep 2025 21:34:21 +0800</pubDate><description><![CDATA[自学笔记]]></description><category></category></item><item><title><![CDATA[Unity中的插件]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/149973040</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/149973040</guid><author>Farburic</author><pubDate>Wed, 06 Aug 2025 16:11:15 +0800</pubDate><description><![CDATA[一些Unity中常用插件的用法Timeline、Cinemachine、DOTween，自学笔记]]></description><category></category></item><item><title><![CDATA[Unity——人物技能效果实现专栏]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/147325000</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/147325000</guid><author>Farburic</author><pubDate>Fri, 18 Apr 2025 12:04:14 +0800</pubDate><description><![CDATA[1.玩家的位移旋转不使用Time.deltaTime2.设定好时间减缓比例float timescale = 0.5f;3.按下按键后触发技能时，改变时间步长Time.timescal = timescale.然后因为Time.fixedDeltaTime默认为0.02s且与Time.timescale相关，所以Time.timescal改变时，Time.fixedDeltaTime也得改变。]]></description><category></category></item><item><title><![CDATA[U3D——摄像机跟随与角色移动]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/147252933</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/147252933</guid><author>Farburic</author><pubDate>Tue, 15 Apr 2025 17:00:41 +0800</pubDate><description><![CDATA[【代码】U3D——摄像机跟随与角色移动。]]></description><category></category></item><item><title><![CDATA[Unity背包系统制作——物品拖拽时不被遮挡解决方案]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/147098619</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/147098619</guid><author>Farburic</author><pubDate>Wed, 09 Apr 2025 17:30:48 +0800</pubDate><description><![CDATA[Inventory-item-grid是背包格子预制体，Inventory-item是物品预制体。]]></description><category></category></item><item><title><![CDATA[MVC框架（思想）及其衍生]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/146478594</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/146478594</guid><author>Farburic</author><pubDate>Mon, 24 Mar 2025 16:26:59 +0800</pubDate><description><![CDATA[2.视图层，不直接对模型层的数据进行更改，只是单纯的显示模型层的数据或改变显示的内容，一般会对外提供用于更新面板显示的函数。3.控制层，得到模型层和视图层的引用之后，不直接对二者的成员或函数进行更改，而是调用二者的函数对其成员或显示进行更改。1.模型层，存储数据本身，并提供处理数据的函数，一般为单例模式。分为模型层（数据）、视图层（界面）、控制层（控制脚本）]]></description><category></category></item><item><title><![CDATA[unity中背包的制作]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/145861293</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/145861293</guid><author>Farburic</author><pubDate>Tue, 25 Feb 2025 20:13:11 +0800</pubDate><description><![CDATA[用这样一张背包格子图当背景图在Panel中挂载 Grid Layout组件控制背包的格子组件的布局，背包有多少个格子，就在Panel下创建多少个Button组件（因为后续要实现拖拽和点击显示信息）。点击对应格子组件（Button）时，Panel下边显示信息，并根据物体枚举类型显示对应的特殊按钮（比如武器显示”装备“，消耗品显示”使用“）]]></description><category></category></item><item><title><![CDATA[Unity2d——A物体始终朝向B物体]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/145215831</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/145215831</guid><author>Farburic</author><pubDate>Fri, 17 Jan 2025 22:34:50 +0800</pubDate><description><![CDATA[我想实现用正方形物体顶侧始终朝向圆球。]]></description><category></category></item><item><title><![CDATA[MatchMan——Battle项目开发日志]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/136877419</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/136877419</guid><author>Farburic</author><pubDate>Wed, 20 Mar 2024 15:08:36 +0800</pubDate><description><![CDATA[开发日志]]></description><category></category></item><item><title><![CDATA[MatchMan_Real Battle项目流程]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/136712600</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/136712600</guid><author>Farburic</author><pubDate>Thu, 14 Mar 2024 17:24:19 +0800</pubDate><description><![CDATA[开始界面UI ->选择武器 以及 动作选择场景 ->关卡选择界面UI ->关卡场景 ->结束界面UI。]]></description><category></category></item><item><title><![CDATA[数学建模——基础模型]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/135601613</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/135601613</guid><author>Farburic</author><pubDate>Mon, 15 Jan 2024 16:04:06 +0800</pubDate><description><![CDATA[灵敏度分析：说明自己的这个模型质量稳定。]]></description><category></category></item><item><title><![CDATA[蜗牛痕迹（拖尾）随时间消失]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/133912043</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/133912043</guid><author>Farburic</author><pubDate>Wed, 18 Oct 2023 18:31:59 +0800</pubDate><description><![CDATA[【代码】蜗牛痕迹（拖尾）随时间消失。]]></description><category></category></item><item><title><![CDATA[事件触发器——*轮盘遥感控制移动的实现]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/132380300</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/132380300</guid><author>Farburic</author><pubDate>Sat, 19 Aug 2023 16:15:17 +0800</pubDate><description><![CDATA[在Inspector面板中添加 Event Trigger脚本可在面板中添加 对应类型的UI事件，再往事件里添加函数即可。]]></description><category></category></item><item><title><![CDATA[射线检测——Physics.Raycast...]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/131686140</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/131686140</guid><author>Farburic</author><pubDate>Wed, 12 Jul 2023 17:24:22 +0800</pubDate><description><![CDATA[下面两个与上面最大的区别就是有无这个 RaycastHit类型的对象。就是从相机视口发出，指向传入坐标位置的一条射线。1.可以用于模拟子弹击中后的后续逻辑处理。2.以及一些控制物体移动的游戏逻辑里。]]></description><category></category></item><item><title><![CDATA[范围检测——Physics.OverLap...]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/131663132</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/131663132</guid><author>Farburic</author><pubDate>Tue, 11 Jul 2023 16:41:04 +0800</pubDate><description><![CDATA[unity中的范围检测方法]]></description><category></category></item><item><title><![CDATA[四元数Quaternion]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/131595994</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/131595994</guid><author>Farburic</author><pubDate>Fri, 07 Jul 2023 17:01:13 +0800</pubDate><description><![CDATA[且Slerp与Lerp没明显区别，但由于算法问题，Slerp的效果会更好。欧拉角转四元数方法中，填的是Rotation中绕x、y、z轴旋转的角度。2.四元数 乘 向量（顺序不能反）： 得到旋转向量。1.与四元数相乘得到旋转四元数（会自动旋转）与Vector3中的插值的语法、用法均相同。1.四元数 乘 四元数  ：得到旋转四元数。解决了万向节死锁的问题。]]></description><category></category></item><item><title><![CDATA[反射知识的补充]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/130746634</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/130746634</guid><author>Farburic</author><pubDate>Thu, 18 May 2023 14:42:24 +0800</pubDate><description><![CDATA[【代码】反射知识的补充。]]></description><category></category></item><item><title><![CDATA[Unity核心系统——音效系统]]></title><link>https://blog.youkuaiyun.com/Farburic/article/details/130644059</link><guid>https://blog.youkuaiyun.com/Farburic/article/details/130644059</guid><author>Farburic</author><pubDate>Fri, 12 May 2023 16:16:02 +0800</pubDate><description><![CDATA[自学笔记]]></description><category></category></item></channel></rss>