<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[L_yijun的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/L_yijun</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; L_yijun]]></copyright><item><title><![CDATA[攻击范围判定，扇形与圆相交]]></title><link>https://blog.youkuaiyun.com/L_yijun/article/details/144909528</link><guid>https://blog.youkuaiyun.com/L_yijun/article/details/144909528</guid><author>L_yijun</author><pubDate>Fri, 03 Jan 2025 14:24:51 +0800</pubDate><description><![CDATA[大概是分两步，先用角度计算圆心是否在扇形区域内，不通过在计算圆心离扇形最近边的垂直距离，如果垂直距离小于半径就是相交了。]]></description><category></category></item><item><title><![CDATA[九宫格拼图]]></title><link>https://blog.youkuaiyun.com/L_yijun/article/details/128634652</link><guid>https://blog.youkuaiyun.com/L_yijun/article/details/128634652</guid><author>L_yijun</author><pubDate>Wed, 11 Jan 2023 12:17:03 +0800</pubDate><description><![CDATA[九宫格拼图]]></description><category></category></item><item><title><![CDATA[unity ScrollRect列表自动居中]]></title><link>https://blog.youkuaiyun.com/L_yijun/article/details/126015827</link><guid>https://blog.youkuaiyun.com/L_yijun/article/details/126015827</guid><author>L_yijun</author><pubDate>Wed, 27 Jul 2022 16:10:37 +0800</pubDate><description><![CDATA[unity滑动列表自动居中]]></description><category></category></item><item><title><![CDATA[老虎机抽奖UI表现记录]]></title><link>https://blog.youkuaiyun.com/L_yijun/article/details/115180110</link><guid>https://blog.youkuaiyun.com/L_yijun/article/details/115180110</guid><author>L_yijun</author><pubDate>Wed, 24 Mar 2021 16:31:06 +0800</pubDate><description><![CDATA[using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SlotMachineEffect : MonoBehaviour
{
    bool isStart = false;

    public Transform _selectedEff;    //选中的效果图

    [Header("初始圈数(不减速)")]
    public int _initCircl.]]></description><category></category></item><item><title><![CDATA[记录一下 visual studio code配置基本lua代码环境]]></title><link>https://blog.youkuaiyun.com/L_yijun/article/details/106361333</link><guid>https://blog.youkuaiyun.com/L_yijun/article/details/106361333</guid><author>L_yijun</author><pubDate>Tue, 26 May 2020 17:48:50 +0800</pubDate><description><![CDATA[把.txt文件都识别成lua，屏幕.mete文件

ctrl+shift+p全局搜索settings.json



加入代码


    "files.associations": {
        "*.txt": "lua"
    },
    "files.exclude": {
        "**/*.meta": true
    },
    "search.exclude": {
        "**/*.meta": true
    },

扩展里面搜索lua，第一个就可以下载]]></description><category></category></item><item><title><![CDATA[Unity Remote使用教程]]></title><link>https://blog.youkuaiyun.com/L_yijun/article/details/106059163</link><guid>https://blog.youkuaiyun.com/L_yijun/article/details/106059163</guid><author>L_yijun</author><pubDate>Mon, 11 May 2020 17:59:55 +0800</pubDate><description><![CDATA[Remote5 链接: https://pan.baidu.com/s/16GSSKjsDw28WTYT8KOLnEA

提取码: 7xuf

必要条件：

电脑得有Android SDK，还要有Google USB Driver，没有的可以用工具下载，或者装个Android Studio，点击SDK Manager自己安装



1.手机安装Unity Remote5的apk，并打开

2.unity设置 Edit—&gt;Project Settings—&gt;Editor，Device设置成Any.]]></description><category></category></item><item><title><![CDATA[新手引导遮罩处理]]></title><link>https://blog.youkuaiyun.com/L_yijun/article/details/85136986</link><guid>https://blog.youkuaiyun.com/L_yijun/article/details/85136986</guid><author>L_yijun</author><pubDate>Thu, 04 Jul 2019 10:18:18 +0800</pubDate><description><![CDATA[using UnityEngine;
using UnityEngine.UI;

public class GuideHighlightMask : Graphic, ICanvasRaycastFilter
{
  public Camera uiCamera = null;
  public RectTransform targetRectTransform = null;
 ...]]></description><category></category></item><item><title><![CDATA[聊天内容屏蔽字替换]]></title><link>https://blog.youkuaiyun.com/L_yijun/article/details/90034374</link><guid>https://blog.youkuaiyun.com/L_yijun/article/details/90034374</guid><author>L_yijun</author><pubDate>Thu, 09 May 2019 14:52:57 +0800</pubDate><description><![CDATA[思路：

先遍历，把要屏蔽的字的下标保存起来，然后根据下标替换

下面是控制台的测试代码，可以直接用来测试


using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace MaskWordTest
{
...]]></description><category></category></item><item><title><![CDATA[游戏运行中保存一个临时变量到本地，下次运行使用这个变量]]></title><link>https://blog.youkuaiyun.com/L_yijun/article/details/82150341</link><guid>https://blog.youkuaiyun.com/L_yijun/article/details/82150341</guid><author>L_yijun</author><pubDate>Tue, 28 Aug 2018 16:36:23 +0800</pubDate><description><![CDATA[
float bgm;

//将bgm这个变量保存在本地，按照key对应value的形式
PlayerPrefs.SetFloat(&quot;bgmNum&quot;,bgm);

//判断bgmNum这个key是否存在
if(PlayerPrefs.HasKey(key:&quot;bgmNum&quot;))
{
    //根据key取出来保存的value值
    float num = PlayerPrefs.GetFloa...]]></description><category></category></item><item><title><![CDATA[第三人称相机处理]]></title><link>https://blog.youkuaiyun.com/L_yijun/article/details/80153541</link><guid>https://blog.youkuaiyun.com/L_yijun/article/details/80153541</guid><author>L_yijun</author><pubDate>Tue, 01 May 2018 01:14:16 +0800</pubDate><description><![CDATA[using UnityEngine;

public class FollowPlayer : MonoBehaviour
{
    private Transform player;
    private Vector3 offset;
    public float distance;

    void Start()
    {
        player = GameObject...]]></description><category></category></item></channel></rss>