<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[LuoXiaoYuw的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/LuoXiaoYuw</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; LuoXiaoYuw]]></copyright><item><title><![CDATA[for循环练习题]]></title><link>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/133135229</link><guid>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/133135229</guid><author>LuoXiaoYuw</author><pubDate>Thu, 21 Sep 2023 15:30:34 +0800</pubDate><description><![CDATA[【代码】for循环练习题。]]></description><category></category></item><item><title><![CDATA[do-while练习题]]></title><link>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/133135085</link><guid>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/133135085</guid><author>LuoXiaoYuw</author><pubDate>Thu, 21 Sep 2023 15:17:40 +0800</pubDate><description><![CDATA[【代码】do-while练习题。]]></description><category></category></item><item><title><![CDATA[while练习题]]></title><link>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/133134948</link><guid>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/133134948</guid><author>LuoXiaoYuw</author><pubDate>Thu, 21 Sep 2023 15:11:43 +0800</pubDate><description><![CDATA[【代码】while练习题。]]></description><category></category></item><item><title><![CDATA[音频控制相关]]></title><link>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/132362184</link><guid>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/132362184</guid><author>LuoXiaoYuw</author><pubDate>Fri, 18 Aug 2023 15:05:36 +0800</pubDate><description><![CDATA[【代码】音频控制相关。]]></description><category></category></item><item><title><![CDATA[刚体/碰撞体相关]]></title><link>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/132359649</link><guid>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/132359649</guid><author>LuoXiaoYuw</author><pubDate>Fri, 18 Aug 2023 13:06:10 +0800</pubDate><description><![CDATA[【代码】碰撞检测函数。]]></description><category></category></item><item><title><![CDATA[Camera代码相关]]></title><link>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/132342130</link><guid>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/132342130</guid><author>LuoXiaoYuw</author><pubDate>Thu, 17 Aug 2023 15:30:15 +0800</pubDate><description><![CDATA[【代码】Camera代码相关。]]></description><category></category></item><item><title><![CDATA[输入相关Input]]></title><link>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/132321953</link><guid>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/132321953</guid><author>LuoXiaoYuw</author><pubDate>Wed, 16 Aug 2023 16:41:40 +0800</pubDate><description><![CDATA[【代码】输入相关Input。]]></description><category></category></item><item><title><![CDATA[Transform之父子关系/坐标转换]]></title><link>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/129539488</link><guid>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/129539488</guid><author>LuoXiaoYuw</author><pubDate>Tue, 14 Mar 2023 22:30:05 +0800</pubDate><description><![CDATA[【代码】Transform之父子关系/坐标转换。]]></description><category></category></item><item><title><![CDATA[Transform之位移/旋转/缩放]]></title><link>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/129527240</link><guid>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/129527240</guid><author>LuoXiaoYuw</author><pubDate>Tue, 14 Mar 2023 19:39:06 +0800</pubDate><description><![CDATA[【代码】Transform之位移/旋转/缩放。]]></description><category></category></item><item><title><![CDATA[Transform之Vector3]]></title><link>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/129513242</link><guid>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/129513242</guid><author>LuoXiaoYuw</author><pubDate>Tue, 14 Mar 2023 01:59:21 +0800</pubDate><description><![CDATA[Vector3中的运算规则与数学规则相同，不再赘述。以上可以简单理解为方向向量。]]></description><category></category></item><item><title><![CDATA[Time类]]></title><link>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/129512818</link><guid>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/129512818</guid><author>LuoXiaoYuw</author><pubDate>Tue, 14 Mar 2023 01:21:33 +0800</pubDate><description><![CDATA[最近的一帧用了多长时间（秒）一帧可以理解为跑了一次循环。]]></description><category></category></item><item><title><![CDATA[GameObject类相关]]></title><link>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/129508122</link><guid>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/129508122</guid><author>LuoXiaoYuw</author><pubDate>Mon, 13 Mar 2023 23:11:57 +0800</pubDate><description><![CDATA[【代码】GameObject类相关。]]></description><category></category></item><item><title><![CDATA[MonoBehavior中得到挂载脚本的各种方法]]></title><link>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/129508297</link><guid>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/129508297</guid><author>LuoXiaoYuw</author><pubDate>Mon, 13 Mar 2023 22:14:21 +0800</pubDate><description><![CDATA[寻找子对象挂载的脚本也会默认寻找自身是否挂载该脚本，ComponentInChildren函数的参数默认为false，即如果子对象失活是不会去找子对象挂载的脚本的。]]></description><category></category></item><item><title><![CDATA[Unity常用特性笔记]]></title><link>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/129501020</link><guid>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/129501020</guid><author>LuoXiaoYuw</author><pubDate>Mon, 13 Mar 2023 18:19:49 +0800</pubDate><description><![CDATA[强制序列化字段特性，可以使private和protected访问权限的变量显示在unity的Inspector窗口中。使自定义类可以显示在Inspector窗口中，字典无法显示在Inspector窗口。最少显示x行，最多显示y行，超过y行显示滚动条，不写参数默认为三行。不允许public访问权限的变量显示在Inspector窗口中。Inspector窗口中右键变量执行方法，一般用来重置变量。方法特性，使方法可以在Inspector中被调用。多行显示字符串，参数为空默认显示三行。让两个变量间产生间隔。]]></description><category></category></item><item><title><![CDATA[Unity生命周期函数笔记]]></title><link>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/129500399</link><guid>https://blog.youkuaiyun.com/LuoXiaoYuw/article/details/129500399</guid><author>LuoXiaoYuw</author><pubDate>Mon, 13 Mar 2023 17:57:17 +0800</pubDate><description><![CDATA[FixedUpdate函数:处理物理更新，每帧执行一次，执行时间间隔可以在project setting的time中手动设置。Awake函数：当自身的类对象被创建时，调用该生命周期函数,类似于类中的构造函数，在创建时进行初始化。LateUpdate函数：每帧执行，在Update之后执行，一般用来处理摄像机位置更新。Start函数：也是初始化信息，但晚于Awake，在第一次帧更新之前调用。OnDisable函数： 与OnEnable相对，对象失活时调用。Update函数： 处理游戏核心逻辑的更新，每帧执行。]]></description><category></category></item></channel></rss>