<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[Thebluewing的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/Thebluewing</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; Thebluewing]]></copyright><item><title><![CDATA[unity修改材质属性和更换shader]]></title><link>https://blog.youkuaiyun.com/Thebluewing/article/details/72820162</link><guid>https://blog.youkuaiyun.com/Thebluewing/article/details/72820162</guid><author>Thebluewing</author><pubDate>Wed, 31 May 2017 14:41:37 +0800</pubDate><description><![CDATA[renderer.material.shader = Shader.Find("Custom/SimpleAlpha");代码控制切换shader。]]></description><category></category></item><item><title><![CDATA[Unity游戏开发之绘制准心]]></title><link>https://blog.youkuaiyun.com/Thebluewing/article/details/70792722</link><guid>https://blog.youkuaiyun.com/Thebluewing/article/details/70792722</guid><author>Thebluewing</author><pubDate>Wed, 26 Apr 2017 12:09:14 +0800</pubDate><description><![CDATA[public Texture texture;
    /// 
    /// 绘制准心
    /// 
    void OnGUI()
    {
        //texture.width >> 1和(texture.height >>是右移一位，
        //相当于除以2。(x >> 1) 和 (x / 2) 的结果是一样的。
        //创建一个新的矩形
    ]]></description><category></category></item><item><title><![CDATA[unity之鼠标的隐藏和更换图片]]></title><link>https://blog.youkuaiyun.com/Thebluewing/article/details/53993470</link><guid>https://blog.youkuaiyun.com/Thebluewing/article/details/53993470</guid><author>Thebluewing</author><pubDate>Tue, 03 Jan 2017 13:03:53 +0800</pubDate><description><![CDATA[using UnityEngine;
using System.Collections;
/// 
/// 鼠标更换
/// 
public class MosCursor : MonoBehaviour {
    /// 
    /// 要更换的图片
    /// 
    public Texture mouseImage;
    /// 
    /// 记录鼠标的位置
    //]]></description><category></category></item><item><title><![CDATA[Itween 介绍]]></title><link>https://blog.youkuaiyun.com/Thebluewing/article/details/53786329</link><guid>https://blog.youkuaiyun.com/Thebluewing/article/details/53786329</guid><author>Thebluewing</author><pubDate>Wed, 21 Dec 2016 16:06:49 +0800</pubDate><description><![CDATA[/*iTween 内部定义的类型
         *  iTween.EaseType 缓动类型枚举
         *  iTween.LoopType 动画循环类型枚举
         *  iTween.NamedValueColor 已命名颜色枚举
         */
        var args = new Hashtable();
        //用于标识]]></description><category></category></item><item><title><![CDATA[Camera Path Animator]]></title><link>https://blog.youkuaiyun.com/Thebluewing/article/details/53513526</link><guid>https://blog.youkuaiyun.com/Thebluewing/article/details/53513526</guid><author>Thebluewing</author><pubDate>Thu, 08 Dec 2016 09:23:18 +0800</pubDate><description><![CDATA[path point:点路径，用来设置路径的点的位置
control point :用贝塞尔曲线来改变路径
FOV:用于控制摄像机的视图.
speed:用于控制曲线的动画的速度。
Delay :通过特定的时间段来增加延迟动画的时间。
Ease Curves :控制动画的速度，在特定的停止点的动画。
Events"将事件添加到其他对象的路径，或者可以调用其他对象，或广播事件;
Orie]]></description><category></category></item><item><title><![CDATA[Android基础]]></title><link>https://blog.youkuaiyun.com/Thebluewing/article/details/53333045</link><guid>https://blog.youkuaiyun.com/Thebluewing/article/details/53333045</guid><author>Thebluewing</author><pubDate>Fri, 25 Nov 2016 12:30:58 +0800</pubDate><description><![CDATA[using UnityEngine;using System.Collections;public class TEXT : MonoBehaviour { #region Touch /* Input类中对触摸操作的方法和变量 * 方法和变量 说=说明 * GetTouch 返回指定的触摸数据对象（不分配临时变量） * touches 当前所有的触摸状态列表（只读）分配临时变量 * touchC]]></description><category></category></item><item><title><![CDATA[Unity之太阳光晕效果]]></title><link>https://blog.youkuaiyun.com/Thebluewing/article/details/53306553</link><guid>https://blog.youkuaiyun.com/Thebluewing/article/details/53306553</guid><author>Thebluewing</author><pubDate>Wed, 23 Nov 2016 16:13:21 +0800</pubDate><description><![CDATA[做一个太阳光晕的效果]]></description><category></category></item><item><title><![CDATA[unity常用事件响应函数]]></title><link>https://blog.youkuaiyun.com/Thebluewing/article/details/53303804</link><guid>https://blog.youkuaiyun.com/Thebluewing/article/details/53303804</guid><author>Thebluewing</author><pubDate>Wed, 23 Nov 2016 12:47:37 +0800</pubDate><description><![CDATA[这是Unity里面很基础的东西，写下它一是做笔记加深巩固，而是养成一个好的习惯，废话不多说进入正题。


OnMouseEnter  鼠标移入GUI控件或者碰撞时才响应
OnMouseOver     鼠标停留GUI控件或者碰撞时才响应
OnMouseExit       鼠标移出GUI控件或者碰撞时才响应
OnMouseDown  鼠标按下GUI控件或者碰撞时才响应  

OnM]]></description><category></category></item><item><title><![CDATA[Unity之数据持久化（PlayerPrefs）]]></title><link>https://blog.youkuaiyun.com/Thebluewing/article/details/51204490</link><guid>https://blog.youkuaiyun.com/Thebluewing/article/details/51204490</guid><author>Thebluewing</author><pubDate>Wed, 20 Apr 2016 21:52:41 +0800</pubDate><description><![CDATA[PlayerPrefs是Unity提供的一种简单而有效的数据持久化方案，它没有XML那么强大，但是适合用来做小项目。
在Mac OS X上PlayerPrefs存储在～/Library/PlayerPrefs文件夹，名为unity.[company name].[product name].plist，这里company和product名是在Project Setting中设置的，相同的plis]]></description><category></category></item></channel></rss>