<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[SuperFierceBigKK的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/SuperFierceBigKK</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; SuperFierceBigKK]]></copyright><item><title><![CDATA[【转】C#的Lambda表达式和匿名函数]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/80075532</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/80075532</guid><author>SuperFierceBigKK</author><pubDate>Wed, 25 Apr 2018 10:29:07 +0800</pubDate><description><![CDATA[https://blog.youkuaiyun.com/honantic/article/details/46331875]]></description><category></category></item><item><title><![CDATA[有关协程的理解]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79975360</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79975360</guid><author>SuperFierceBigKK</author><pubDate>Tue, 17 Apr 2018 15:19:04 +0800</pubDate><description><![CDATA[转自:https://blog.youkuaiyun.com/u013477973/article/details/55804729

IEnumerator  Wait(float waitTimeValue){

//things before wait

yield return new WaitForSeconds(waitTimeValue);

//thigs after wait;

}

Sa...]]></description><category></category></item><item><title><![CDATA[组件的OnEnabled与OnDisabled]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79877049</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79877049</guid><author>SuperFierceBigKK</author><pubDate>Tue, 10 Apr 2018 10:15:51 +0800</pubDate><description><![CDATA[https://blog.youkuaiyun.com/ecidevilin/article/details/52504231]]></description><category></category></item><item><title><![CDATA[转载一篇写的很好的UnityEditor建立自定义资源的方法]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79821166</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79821166</guid><author>SuperFierceBigKK</author><pubDate>Wed, 04 Apr 2018 18:57:13 +0800</pubDate><description><![CDATA[https://blog.youkuaiyun.com/liqiangeastsun/article/details/50510615]]></description><category></category></item><item><title><![CDATA[Unity3d Rect Transform的解析]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79793434</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79793434</guid><author>SuperFierceBigKK</author><pubDate>Mon, 02 Apr 2018 18:55:51 +0800</pubDate><description><![CDATA[转载https://blog.youkuaiyun.com/whshiyun/article/details/78578404的博客，写的很详细]]></description><category></category></item><item><title><![CDATA[JSON在Unity3d开发中的客户端开发记录]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79697460</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79697460</guid><author>SuperFierceBigKK</author><pubDate>Mon, 26 Mar 2018 14:38:56 +0800</pubDate><description><![CDATA[一、程序头

using LitJson

LitJson是方便C#进行JSON数据读写的工具包



二、方法

最后发出的JSON数据是String数据流， 
1、JsonData  ————–&amp;gt;string

JsonData data = new LitJson.JsonData();
data[&quot;id&quot;]=&quot;1&quot;;
data[&quot;key1&quot;]=&quot;value1&quot;;
data[&quot;key2...]]></description><category></category></item><item><title><![CDATA[Unity3D 中PlayerPrefs保存或读取字符串数组的脚本方法]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79571199</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79571199</guid><author>SuperFierceBigKK</author><pubDate>Thu, 15 Mar 2018 17:49:25 +0800</pubDate><description><![CDATA[/// &amp;lt;summary&amp;gt;
    /// Stores a String Array or Multiple Parameters into a Key w/ specific char seperator
    /// &amp;lt;/summary&amp;gt;
    public static bool SetStringArray(string key, char separator...]]></description><category></category></item><item><title><![CDATA[Lua面向对象学习记录二]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79474088</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79474088</guid><author>SuperFierceBigKK</author><pubDate>Wed, 07 Mar 2018 18:21:16 +0800</pubDate><description><![CDATA[元表的学习

为表添加操作符 
直接看栗子：



function table_maxn(t)
    local mn = 0
    for k, v in pairs(t) do
        if mn &amp;lt; k then
            mn = k
        end
    end
    return mn
end

-- 两表相加操作
mytable = se...]]></description><category></category></item><item><title><![CDATA[Lua语言面向对象学习记录一]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79470345</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79470345</guid><author>SuperFierceBigKK</author><pubDate>Wed, 07 Mar 2018 16:25:50 +0800</pubDate><description><![CDATA[一、基础：Lua元表

1、元表目的： 
对两个Table进行操作，从而改变Table的行为 
栗子： 为了实现     使 表A和表B中元素互相加起来 
Lua先检查任一表  是否有 元表； 
接着检查是否有“_add”字段； 
_add为  即时字段  对应着一个函数或者表，   我们称其对应的字段为元方法 键

处理 元表 的函数 
1、setmetatable(table,metatabl...]]></description><category></category></item><item><title><![CDATA[ToLua学习记录二]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79466968</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79466968</guid><author>SuperFierceBigKK</author><pubDate>Wed, 07 Mar 2018 13:18:14 +0800</pubDate><description><![CDATA[成功打开了一个ToLua项目之后 


Source目录 
      Generate存放生成的绑定代码 
      LuaConst.cs （可选）存储一些 lua路径等配置信息

ToLua目录 
     BaseType 基础类型的绑定代码 
     Core 提供一些核心功能，包括封装的LuaFunction LuaTable LuaThread LuaState LuaEvent...]]></description><category></category></item><item><title><![CDATA[MonoBehaviour的易混淆状态，很好的讲解]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79463151</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79463151</guid><author>SuperFierceBigKK</author><pubDate>Tue, 06 Mar 2018 20:17:23 +0800</pubDate><description><![CDATA[转自https://zhidao.baidu.com/question/1669221245780143867.html

Awake在MonoBehavior创建后就立刻调用，Start将在MonoBehavior创建后在该帧Update之前，在该Monobehavior.enabled == true的情况下执行。



void Awake (){  
}       
//初始化函数，在游...]]></description><category></category></item><item><title><![CDATA[Tolua学习记录一]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79463065</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79463065</guid><author>SuperFierceBigKK</author><pubDate>Tue, 06 Mar 2018 20:11:22 +0800</pubDate><description><![CDATA[一、什么是ToLua

tolua是Unity静态绑定lua的一个解决方案; 
它是一个用来简化在C#中集成lua的插件; 
它自动生成用于在lua中访问Unity的绑定代码; 
它把C#中的常量、变量、函数、属性、类以及枚举暴露给lua;



二、ToLua怎么运作



一些ToLua用到的C#基础

1、C#特性Attribute: 
http://blog.youkuaiyun.com/superf...]]></description><category></category></item><item><title><![CDATA[C#特性的学习]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79460978</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/79460978</guid><author>SuperFierceBigKK</author><pubDate>Tue, 06 Mar 2018 17:10:54 +0800</pubDate><description><![CDATA[C#的Attribute：

特性 是运行时传递程序中各个元素（类常量，变量，函数，类，枚举）的 标签，在栗子中就是传递元素前面中括号[ ]内的描述:


  [Attribute  （规定必须信息，规定可选信息，规定可选信息……）] element


.Net框架提供两大类特性：预定义特性  自定义特性

预定义特性             ：AttributeUsage、Conditiona...]]></description><category></category></item><item><title><![CDATA[游戏开发硬货准备笔记(一)]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/78227291</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/78227291</guid><author>SuperFierceBigKK</author><pubDate>Thu, 23 Nov 2017 15:38:51 +0800</pubDate><description><![CDATA[游戏服务器发展历史一、太古元年类似一个小的网站服务器，服务器只负责存储： 
1、玩家账号的上传和下载（账号的道具数据，等级数据） 
2、将同屏幕其它玩家的行为数据转发。二、乱世之初服务器有了逻辑模块，会对玩家的io进行一定的检查，做出合法的逻辑处理 
 
客户端通过某种形式验证登陆以后，就和服务器通过TCP直接相连了。这种服务器的承载能力不高，但那时在游戏逻辑上也务求简化，把负载减少到极致，例如：]]></description><category></category></item><item><title><![CDATA[TCP\UDP常见的函数]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/78077745</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/78077745</guid><author>SuperFierceBigKK</author><pubDate>Sun, 24 Sep 2017 16:41:07 +0800</pubDate><description><![CDATA[转自：http://blog.youkuaiyun.com/21aspnet/article/details/6699881 
TCP编程的服务器端一般步骤是 
1、 创建一个socket，用函数socket()； 
2、 设置socket属性，用函数setsockopt(); * 可选 
3、 绑定IP地址、端口等信息到socket上，用函数bind(); 
4、 开启监听，用函数listen()； 
5、]]></description><category></category></item><item><title><![CDATA[写的很好的渲染管线分析]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/78051937</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/78051937</guid><author>SuperFierceBigKK</author><pubDate>Thu, 21 Sep 2017 14:48:53 +0800</pubDate><description><![CDATA[http://jingyan.baidu.com/article/870c6fc332eb88b03ee4be69.html]]></description><category></category></item><item><title><![CDATA[网络原理---socket入门]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/77985024</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/77985024</guid><author>SuperFierceBigKK</author><pubDate>Thu, 14 Sep 2017 20:45:14 +0800</pubDate><description><![CDATA[三、Socket编程Socket接口是TCP/IP网络的API，Socket接口定义了许多函数或例程，程序员可以用它们来开发TCP/IP网络上的应用程序。要学Internet上的TCP/IP网络编程，必须理解Socket接口。Socket接口设计者最先是将接口放在Unix操作系统里面的。如果了解Unix系统的输入和输出的话，就很容易了解Socket了。网络的Socket数据传输是一种特殊的I/O，S]]></description><category></category></item><item><title><![CDATA[Unity3d--让我们的小坦克动起来]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/77942853</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/77942853</guid><author>SuperFierceBigKK</author><pubDate>Tue, 12 Sep 2017 11:05:28 +0800</pubDate><description><![CDATA[一、Tank的movement 源码解读我将一些理解补充在代码的注释里了using UnityEngine;public class TankMovement : MonoBehaviour
{
    public int m_PlayerNumber = 1;              // Used to identify which tank belongs to which player.]]></description><category></category></item><item><title><![CDATA[Unity3d--矩形Rect]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/77937554</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/77937554</guid><author>SuperFierceBigKK</author><pubDate>Mon, 11 Sep 2017 20:43:58 +0800</pubDate><description><![CDATA[Unity使用多个2D坐标空间，其中大部分将X定义为向右增加，Y向上增加。一个例外是在GUI和GUILayout类中，其中Y向下增加。 
下面以GUI的矩形示例： 
new Rect的两种方法： 
 
 
对一个Rect对象，其成员变量为： 
其可用的函数：]]></description><category></category></item><item><title><![CDATA[Unity3d--GUI自适应矩阵(通过Matrix4x4.SetTRS)]]></title><link>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/77936652</link><guid>https://blog.youkuaiyun.com/SuperFierceBigKK/article/details/77936652</guid><author>SuperFierceBigKK</author><pubDate>Mon, 11 Sep 2017 19:13:57 +0800</pubDate><description><![CDATA[一、为什么要用自适应矩阵在UI界面设计过程中，由于每个玩家的屏幕尺寸不相同，为了使游戏界面在任何设备都能达到统一的布局，引入了通过屏幕信息计算出的自适应矩阵二、原理讲解比如我们游戏中先设定标准屏的高度和宽度：public static float desiginWidth = 800.0f;  //标准宽度
public static float desiginHeight = 480.0f; //]]></description><category></category></item></channel></rss>