<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[FragrantPig的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/FragrantPig</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; FragrantPig]]></copyright><item><title><![CDATA[【个人笔记】图片裁剪 OnPopulateMesh(VertexHelper)]]></title><link>https://blog.youkuaiyun.com/FragrantPig/article/details/121769751</link><guid>https://blog.youkuaiyun.com/FragrantPig/article/details/121769751</guid><author>FragrantPig</author><pubDate>Tue, 07 Dec 2021 15:05:13 +0800</pubDate><description><![CDATA[图片裁剪
图片裁剪成圆形：
方法一：用圆形图片做底，用Mask组件去做，但是太蠢了，看看就行了。
方法二：重写Image的OnPopulateMesh(VertexHelper vh)方法
链接：https://zhuanlan.zhihu.com/p/386569362
计算机不识别圆形，只能识别三角形，故圆形是通过多个三角形实现的，圆中三角形越多，我们看到的形状就越接近于圆。

OnPopulateMesh(VertecHelper vh)：
我们可以通过这个方法，获取或者修改顶点的数据。
Vertex]]></description><category></category></item><item><title><![CDATA[GC管理机制理解]]></title><link>https://blog.youkuaiyun.com/FragrantPig/article/details/110455769</link><guid>https://blog.youkuaiyun.com/FragrantPig/article/details/110455769</guid><author>FragrantPig</author><pubDate>Tue, 12 Jan 2021 20:15:14 +0800</pubDate><description><![CDATA[首先理解一下垃圾的概念：所谓垃圾，就是不被应用程序的root或者别的对象所引用的对象。
值类型存在栈上，因此不需要GC回收；
引用类型存在堆上，因此它的内存释放和回收需要通过GC来完成。
.Net中托管资源针对内存，而像Stream，数据库连接，GDI+的相关对象，Com对象都是非托管资源。

...]]></description><category></category></item><item><title><![CDATA[用AB包异步加载资源（AssetBundleCreateRequest 和 AssetBundleRequest）]]></title><link>https://blog.youkuaiyun.com/FragrantPig/article/details/112251004</link><guid>https://blog.youkuaiyun.com/FragrantPig/article/details/112251004</guid><author>FragrantPig</author><pubDate>Tue, 12 Jan 2021 15:21:38 +0800</pubDate><description><![CDATA[AB包异步加载资源
我用的AB包加载的方式是使用AssetBundleCreateRequest类 和 AssetBundleRequest类来进行加载AB包


]]></description><category></category></item><item><title><![CDATA[Unity Gm面板中Stats参数内容记录]]></title><link>https://blog.youkuaiyun.com/FragrantPig/article/details/111688059</link><guid>https://blog.youkuaiyun.com/FragrantPig/article/details/111688059</guid><author>FragrantPig</author><pubDate>Tue, 12 Jan 2021 15:08:55 +0800</pubDate><description><![CDATA[Game面板中Stats参数内容记录



]]></description><category></category></item><item><title><![CDATA[Unity 协程 运行逻辑]]></title><link>https://blog.youkuaiyun.com/FragrantPig/article/details/111686069</link><guid>https://blog.youkuaiyun.com/FragrantPig/article/details/111686069</guid><author>FragrantPig</author><pubDate>Fri, 25 Dec 2020 16:01:10 +0800</pubDate><description><![CDATA[协程的划分是基于程序所写的yield划分的，划分粒度比线程大，所以不容易出现冲突现象，但是如果协程阻塞会导致线程阻塞。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CoroutineTimer : MonoBehaviour
{
    private int FrameNum = 500;
    private bool IsReady = false;
   .]]></description><category></category></item><item><title><![CDATA[C# FileStream读写]]></title><link>https://blog.youkuaiyun.com/FragrantPig/article/details/111303758</link><guid>https://blog.youkuaiyun.com/FragrantPig/article/details/111303758</guid><author>FragrantPig</author><pubDate>Wed, 16 Dec 2020 21:46:54 +0800</pubDate><description><![CDATA[using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;

public class FileStreamStudy : MonoBehaviour
{
    public string path = "C: \\Users\\FragrantPig\\Desktop\\FileStreamStudy.txt";
    public ]]></description><category></category></item><item><title><![CDATA[C# 事件（Event）学习记录]]></title><link>https://blog.youkuaiyun.com/FragrantPig/article/details/110737271</link><guid>https://blog.youkuaiyun.com/FragrantPig/article/details/110737271</guid><author>FragrantPig</author><pubDate>Sun, 06 Dec 2020 15:22:03 +0800</pubDate><description><![CDATA[using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EventStudy : MonoBehaviour
{
    /// &lt;summary&gt;
    /// 这是用来实践事件的脚本
    /// 了解委托与事件关系，事件的发布与订阅
    /// &lt;/summary&gt;
    
    //声明一个事务
    pu]]></description><category></category></item><item><title><![CDATA[Lambda简单理解(C# & Unity)]]></title><link>https://blog.youkuaiyun.com/FragrantPig/article/details/110288369</link><guid>https://blog.youkuaiyun.com/FragrantPig/article/details/110288369</guid><author>FragrantPig</author><pubDate>Sat, 28 Nov 2020 22:20:32 +0800</pubDate><description><![CDATA[C# Lambda简单使用

]]></description><category></category></item><item><title><![CDATA[2020/11/24 实习笔记——C#Lambda 协程 接口实例化对象 Dictionary.TryGetValue() HideFlags类]]></title><link>https://blog.youkuaiyun.com/FragrantPig/article/details/110082037</link><guid>https://blog.youkuaiyun.com/FragrantPig/article/details/110082037</guid><author>FragrantPig</author><pubDate>Wed, 25 Nov 2020 22:27:33 +0800</pubDate><description><![CDATA[C#&nbsp;&nbsp;&nbsp;HideFlags类
HideFlags.NotEditable;			整个对象的inspector面板在运行时都不可编辑
HideFlags.NotEditable;			对象上的某个属性在运行时不可编辑
HideFlags.HideInHierarchy;	运行时该对象不会出现在hierarchy面板上，但是scene视图和game视图上还能看到
HideFlags.HideInInspector;		在运行时该对象的inspector面板属性不可见
HideFl]]></description><category></category></item><item><title><![CDATA[2020/11/23实习笔记（第一次博客）]]></title><link>https://blog.youkuaiyun.com/FragrantPig/article/details/110001887</link><guid>https://blog.youkuaiyun.com/FragrantPig/article/details/110001887</guid><author>FragrantPig</author><pubDate>Mon, 23 Nov 2020 20:30:13 +0800</pubDate><description><![CDATA[2020/11/23实习笔记
&nbsp;&nbsp;C#&nbsp;&nbsp;&nbsp;ILogger类的使用
private static ILogger logger = Debug.unityLogger;
logger.Log(str);

ILogger类在UnityEngine命名空间当中。
&nbsp;&nbsp;&nbsp;&nbsp;C# Unity Transform.GetChild(int index)

查询结果根据Hierarchy窗口中自上而下的排序而排列。
&nbsp;]]></description><category></category></item></channel></rss>