<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[JPF29]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/NCZ9_</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; NCZ9_]]></copyright><item><title><![CDATA[Laya 实操十七：物理引擎]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/107169063</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/107169063</guid><author>NCZ9_</author><pubDate>Mon, 06 Jul 2020 23:17:31 +0800</pubDate><description><![CDATA[物理引擎



export default class test extends Laya.Script {
    constructor() { 
        super(); 
        Laya.Scene3D.load("res/LayaScene_SampleScene/Conventional/SampleScene.ls",Laya.Handler.create(this,this.on_scene_loaded))
    }
    
    on_scene_loaded.]]></description><category></category></item><item><title><![CDATA[Laya 实操十六：射线]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/107152817</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/107152817</guid><author>NCZ9_</author><pubDate>Mon, 06 Jul 2020 11:41:18 +0800</pubDate><description><![CDATA[射线



export default class Test extends Laya.Script {

    constructor() { 
        super(); 
        //场景
        Laya.Scene3D.load("res/LayaScene_Scene_Test/Conventional/Scene_Test.ls",Laya.Handler.create(this,this.on_scene3d_loaded));
    }

    camera.]]></description><category></category></item><item><title><![CDATA[Laya 实操十五：导入模型与动画]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/107151090</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/107151090</guid><author>NCZ9_</author><pubDate>Mon, 06 Jul 2020 11:10:54 +0800</pubDate><description><![CDATA[导出模型与动画时注意：

将场景中不需要导出的物体隐藏。

将需要导出的物体设为一级节点。

导出时候节点设置勾选如下图。

带动画的物体需要加Animator控制器组件，并配置好Controller与Avatar。






Laya中创建导入的预设



export default class Test extends Laya.Script {
    constructor() { 
        super(); 
        //场景
        Laya.Scene3D.load]]></description><category></category></item><item><title><![CDATA[Laya 实操十四：导入unity3D场景+获取物体+天空盒]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/107147488</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/107147488</guid><author>NCZ9_</author><pubDate>Mon, 06 Jul 2020 10:07:44 +0800</pubDate><description><![CDATA[加载Unity导入的场景并获取物体



export default class Test extends Laya.Script {
    constructor() { 
        super(); 
    
        console.log(0);
        //场景
        Laya.Scene3D.load("res/LayaScene_Scene_Test/Conventional/Scene_Test.ls",Laya.Handler.create(this,.]]></description><category></category></item><item><title><![CDATA[Laya 实操十三：3D场景创建+transform]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/107145179</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/107145179</guid><author>NCZ9_</author><pubDate>Sun, 05 Jul 2020 22:24:25 +0800</pubDate><description><![CDATA[创建3D场景



export default class Test extends Laya.Script {
    constructor() { 
        super(); 

        //搭建场景
        var scene3d = new Laya.Scene3D();
        Laya.stage.addChild(scene3d);
        //创建相机
        var camera = new Laya.Camera(0,0.3,100).]]></description><category></category></item><item><title><![CDATA[Laya 实操十二：屏幕适配]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/107144073</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/107144073</guid><author>NCZ9_</author><pubDate>Sun, 05 Jul 2020 20:33:02 +0800</pubDate><description><![CDATA[widget


为Scene添加此组件并设置，使Scene随屏幕变化。




]]></description><category></category></item><item><title><![CDATA[Laya 实操十一：动画编辑器]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/107143987</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/107143987</guid><author>NCZ9_</author><pubDate>Sun, 05 Jul 2020 20:01:26 +0800</pubDate><description><![CDATA[创建


Scenes右击---&gt;新建---&gt;动画


代码控制与事件



export default class Test extends Laya.Script {
    constructor() { super(); }

    private self: any = null;
 
    onAwake(){
        this.self = this.owner;
    }

    onStart(){

        this.self.play(0,fa..]]></description><category></category></item><item><title><![CDATA[Laya 实操十：物理引擎]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/107131454</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/107131454</guid><author>NCZ9_</author><pubDate>Sun, 05 Jul 2020 17:24:15 +0800</pubDate><description><![CDATA[显示物理辅助线


F9打开项目设置/预览设置，勾选“显示物理辅助线”。


刚体组件（RigidBody）


重力


export default class Test extends Laya.Script {
    constructor() { super(); }

    onStart(){
       Laya.Physics.I.gravity = {x:0,y:0};
    }
}


碰撞规则

两个对象group值大于0且相等，则碰撞；

两个对象gruop值小于0，则..]]></description><category></category></item><item><title><![CDATA[Laya 实操九：资源加载+图片切换+创建预设+打包图集+图集帧动画]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/107109882</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/107109882</guid><author>NCZ9_</author><pubDate>Sat, 04 Jul 2020 21:32:31 +0800</pubDate><description><![CDATA[资源加载



]]></description><category></category></item><item><title><![CDATA[Laya 实操八：滤镜+声音]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/107107285</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/107107285</guid><author>NCZ9_</author><pubDate>Fri, 03 Jul 2020 17:10:21 +0800</pubDate><description><![CDATA[滤镜



export default class Test extends Laya.Script {
    constructor() { super(); }
    
    private self: any = null;
 
    onAwake(){
        this.self = this.owner;
    }

    onStart(){
        //颜色滤镜
        /*
        let cf = new Laya.ColorFilter(.]]></description><category></category></item><item><title><![CDATA[Laya 实操七：自定义监听事件]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/107101964</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/107101964</guid><author>NCZ9_</author><pubDate>Fri, 03 Jul 2020 11:21:53 +0800</pubDate><description><![CDATA[自定义监听事件



export default class Test extends Laya.Script {
    constructor() { super(); }
    
    onStart(){
        Laya.timer.loop(3000,this,function () {
            this.owner.event("aaa",100);
        });
    }
}


export default class Test1 extends.]]></description><category></category></item><item><title><![CDATA[Laya 实操六：按秒移动/旋转等+缓动+TimeLine]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/107098275</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/107098275</guid><author>NCZ9_</author><pubDate>Fri, 03 Jul 2020 10:54:42 +0800</pubDate><description><![CDATA[按秒移动/旋转



export default class Test extends Laya.Script {
    constructor() { super(); }

    private self: any = null;
 
    onAwake(){
        this.self = this.owner;
    }

    onUpdate(){
        //this.self.x += 100 * Laya.timer.delta/1000;//移动
    .]]></description><category></category></item><item><title><![CDATA[Laya 实操五：定时器]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/107093885</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/107093885</guid><author>NCZ9_</author><pubDate>Thu, 02 Jul 2020 22:44:58 +0800</pubDate><description><![CDATA[定时器



export default class Test extends Laya.Script {
    constructor() { super(); }

    onStart(){
        //n帧后运行一次
        //Laya.timer.frameOnce(300,this,function(){console.log("ok");});
        //每隔n帧，循环运行
        //Laya.timer.frameLoop(300,this,fu.]]></description><category></category></item><item><title><![CDATA[Laya 实操四：按钮添加事件+位置/宽高/缩放/顶点+transform+坐标转换]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/107085980</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/107085980</guid><author>NCZ9_</author><pubDate>Thu, 02 Jul 2020 21:43:38 +0800</pubDate><description><![CDATA[按钮添加事件



this.owner.on(Laya.Event.CLICK,this.owner,function(){console.log("ok")});


export default class Test extends Laya.Script {
    constructor() { super(); }
    
    private self: any = null;

    onAwake(){
        this.self = this.owner;
       .]]></description><category></category></item><item><title><![CDATA[Laya 实操三：鼠标事件响应+键盘事件响应]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/107083687</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/107083687</guid><author>NCZ9_</author><pubDate>Thu, 02 Jul 2020 15:44:28 +0800</pubDate><description><![CDATA[鼠标事件响应



    onMouseDown(e){
        console.log("按下");
    }
    onMouseMove(e){
        console.log("移动");
    }
    onMouseOut(e){
        console.log("移出");
    }
    onMouseOver(e){
        console.log("进入");
    }
    onMouseUp(e){
        console..]]></description><category></category></item><item><title><![CDATA[Laya 实操二：原始宽高+反转+九宫格+Handler]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/107082058</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/107082058</guid><author>NCZ9_</author><pubDate>Thu, 02 Jul 2020 14:29:26 +0800</pubDate><description><![CDATA[原始宽高


将精灵的宽高清除，即设为auto（自动），则显示图片原始宽高。


反转


将精灵scale设为负，可以实现反转/镜像。


加载Unity导入的场景





九宫格


选择资源图片，双击/右击+设置默认属性，打开资源属性设置。

选择“设置九宫”，打开九宫格设置。

左侧预览，右侧设置。




Handler





...]]></description><category></category></item><item><title><![CDATA[Laya 理论四]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/107002605</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/107002605</guid><author>NCZ9_</author><pubDate>Tue, 30 Jun 2020 13:15:11 +0800</pubDate><description><![CDATA[物理分辨率


硬件所支持的分辨率，以像素（px）为单位。

以屏幕实际存在的像素：行数（高）*列数（宽）这样的数学表达方式体现出来。


游戏开发的屏幕适配


以屏幕宽（列）*屏幕高（行）（px）这样来体现。


逻辑分辨率


软件所使用的分辨率

游戏的设计与适配全靠它

也是用乘法数学表达方式来体现

在web中，单位是CSS像素


关系


物理分辨率 = 逻辑分辨率 * 缩放因子






设备像素比DPR


Device Pixel Ratio的缩写。指逻辑像素（CSS像素）与...]]></description><category></category></item><item><title><![CDATA[Laya 理论三]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/106997858</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/106997858</guid><author>NCZ9_</author><pubDate>Tue, 30 Jun 2020 13:14:37 +0800</pubDate><description><![CDATA[组件化开发思想

尽可能将业务逻辑模块化
LayaAir组件的概念及区别

节点类组件
	基础组件
		UI组件：基础显示、容器
		视图组件
	
	绘图类组件
	矢量
		纹理
		文本
	
	功能类组件
	组件
		泛组件
	
LayaAir组件化开发的方式

组件component
	脚本组件
		物理组件
		widget（相对布局插件）
		3D……
	
	泛组件
	滤镜组件
		……
	
	runtime类
	预制体（模板）
脚本组件基础

脚本组件的生命周期图表讲解
	节点及组件生命周期流程
]]></description><category></category></item><item><title><![CDATA[Laya 理论二]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/106993531</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/106993531</guid><author>NCZ9_</author><pubDate>Tue, 30 Jun 2020 13:13:56 +0800</pubDate><description><![CDATA[项目目录.laya


.laya/compile.js：项目配置目录
	项目入口.laya/compile.js/...entries:['src/Main.ts'],
	
.laya/launch.json：配置调试环境
	.laya/publish.js：项目发布相关

运行调试核心目录bin


bin/libs：引擎库
	bin/prefab：预设
	bin/res：资源
	bin/sound：声音
	bin/test...：UI
	fileconfig.json+game.js+gam...]]></description><category></category></item><item><title><![CDATA[Laya 理论一]]></title><link>https://blog.youkuaiyun.com/NCZ9_/article/details/106947817</link><guid>https://blog.youkuaiyun.com/NCZ9_/article/details/106947817</guid><author>NCZ9_</author><pubDate>Tue, 30 Jun 2020 13:13:16 +0800</pubDate><description><![CDATA[2D


精灵、矢量图、文本、富文本、位图字体、骨骼、动画、音频、滤镜、事件、加载、缓动、时间、网络、UI系统、物理系统、TiledMap、场景、预设等。


3D


场景：光照贴图、雾化、场景天空、场景环境光、场景环境反射。
	材质：
	模型材质：BlinnPhong（导出默认）、Effect（特效材质）、PBRStandardMaterial（PBR标准材质）、UnlitMaterial（不受光材质）、PBRSpecularMaterial（PBR高光材质）
		天空材质：SkyProcedural.]]></description><category></category></item></channel></rss>