<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[colooooooo的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/colooooooo</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; colooooooo]]></copyright><item><title><![CDATA[ArcGISPro安装包及安装教程]]></title><link>https://blog.youkuaiyun.com/colooooooo/article/details/157728548</link><guid>https://blog.youkuaiyun.com/colooooooo/article/details/157728548</guid><author>colooooooo</author><pubDate>Wed, 04 Feb 2026 13:41:01 +0800</pubDate><description><![CDATA[一直下一步，到其中一步如下图： Solutions此功能及所有子功能将安装在本地硬盘驱动器上，安装到的位置建议非C盘。复制AfCore.dll和lic两个文件，到安装pro的位置找到bin文件夹，点进去，把这俩个文件粘贴，选替换。如果破解不成功，去重新解压一下下图的，然后用文件夹里的重复上面两个替换操作即可。双击第一个程序，完成解压，运行刚解压出来的程序，双击，然后更新。等待安装完成，会自动安装语言包，最后如下图所示，等待更新，点击完成，然后打开第三个文件夹的第二个。双击运行，等待安装完毕，然后关闭。]]></description><category></category></item><item><title><![CDATA[Windows 命名管道（Named Pipe），用于 Unity 与桌面程序之间的进程间通信（IPC）]]></title><link>https://blog.youkuaiyun.com/colooooooo/article/details/155497590</link><guid>https://blog.youkuaiyun.com/colooooooo/article/details/155497590</guid><author>colooooooo</author><pubDate>Tue, 02 Dec 2025 16:11:51 +0800</pubDate><description><![CDATA[在Debug.Log($"MyNewMethod被调用:param1Debug . Log($"MyNewMethod被调用: {// 你的逻辑... }param2Debug . Log($"MyNewMethod被调用: {// 你的逻辑... }如果需要自定义处理Unity发送的消息，可以在的// 根据消息类型进行不同的处理// 处理状态更新break;// 处理游戏事件break;default:// 默认处理：显示在输出窗口。]]></description><category></category></item><item><title><![CDATA[局域网访问共享文件提示要登陆或者无效访问]]></title><link>https://blog.youkuaiyun.com/colooooooo/article/details/154005257</link><guid>https://blog.youkuaiyun.com/colooooooo/article/details/154005257</guid><author>colooooooo</author><pubDate>Tue, 28 Oct 2025 09:01:35 +0800</pubDate><description><![CDATA[局域网文件共享]]></description><category></category></item><item><title><![CDATA[Unity在有UI遮挡的情况下检测三维点击事件]]></title><link>https://blog.youkuaiyun.com/colooooooo/article/details/153820186</link><guid>https://blog.youkuaiyun.com/colooooooo/article/details/153820186</guid><author>colooooooo</author><pubDate>Fri, 24 Oct 2025 11:13:09 +0800</pubDate><description><![CDATA[unity 射线检测，UI与三维模型重叠检测]]></description><category></category></item><item><title><![CDATA[血条刻度制作]]></title><link>https://blog.youkuaiyun.com/colooooooo/article/details/151961618</link><guid>https://blog.youkuaiyun.com/colooooooo/article/details/151961618</guid><author>colooooooo</author><pubDate>Mon, 22 Sep 2025 13:36:01 +0800</pubDate><description><![CDATA[1.在Unity中新建一个RawImage，并挂载EventTimeLine 脚本，RawImage 拖到MarkerImage中，只需要调用InitData方法，把发生关键事件时刻列表传入进来即可。2.添加ImageMousePosition脚本到RawImage组件上，获取鼠标在当前RawImage的位置，可以知道当前鼠标悬停的位置所在的比例，比如视频播放可读条，可以通过此方法点击进行快进。提供一个视频回放刻度条的实现逻辑，]]></description><category></category></item><item><title><![CDATA[Unity 解析Json 提示 Serialization depth limit 10 报错问题]]></title><link>https://blog.youkuaiyun.com/colooooooo/article/details/147739815</link><guid>https://blog.youkuaiyun.com/colooooooo/article/details/147739815</guid><author>colooooooo</author><pubDate>Tue, 06 May 2025 15:26:50 +0800</pubDate><description><![CDATA[JsonUtility.FromJson  解析递归嵌套超过10层报错问题]]></description><category></category></item><item><title><![CDATA[Unity 以get方式获取服务器流式文件]]></title><link>https://blog.youkuaiyun.com/colooooooo/article/details/145932223</link><guid>https://blog.youkuaiyun.com/colooooooo/article/details/145932223</guid><author>colooooooo</author><pubDate>Fri, 28 Feb 2025 16:47:06 +0800</pubDate><description><![CDATA[DownloadHandlerBuffer用于接收服务器返回的二进制数据。使用UnityWebRequest.Get方法发送GET请求。]]></description><category></category></item><item><title><![CDATA[unity下载流式文件]]></title><link>https://blog.youkuaiyun.com/colooooooo/article/details/145930668</link><guid>https://blog.youkuaiyun.com/colooooooo/article/details/145930668</guid><author>colooooooo</author><pubDate>Fri, 28 Feb 2025 16:32:40 +0800</pubDate><description><![CDATA[unity  采用post  方式下载文件]]></description><category></category></item><item><title><![CDATA[C#中高斯坐标转经纬度坐标]]></title><link>https://blog.youkuaiyun.com/colooooooo/article/details/145550140</link><guid>https://blog.youkuaiyun.com/colooooooo/article/details/145550140</guid><author>colooooooo</author><pubDate>Mon, 10 Feb 2025 14:47:32 +0800</pubDate><description><![CDATA[开发项目中，会遇到高斯坐标转经纬度坐标的情况，下面记录一个转换的工具方法。]]></description><category></category></item><item><title><![CDATA[Unity 通过观察者模式实现消息监听和触发]]></title><link>https://blog.youkuaiyun.com/colooooooo/article/details/144986347</link><guid>https://blog.youkuaiyun.com/colooooooo/article/details/144986347</guid><author>colooooooo</author><pubDate>Tue, 07 Jan 2025 15:45:48 +0800</pubDate><description><![CDATA[例如：游戏开发过程中，经常遇到UI事件需要与战场逻辑进行交互，我们不可能把UI事件设为单例，在Game游戏逻辑中进行调用，这样耦合度太高，UI事件与战场Game逻辑交杂在一起，显得很混乱，UI模块处理界面上的逻辑、Game模块处理游戏战场的逻辑，各司其职，就需要添加一个观察者模式的事件机制进行处理它们之间的关系。]]></description><category></category></item><item><title><![CDATA[Unity中使用Cesium如何通过经纬度获取高程]]></title><link>https://blog.youkuaiyun.com/colooooooo/article/details/144979366</link><guid>https://blog.youkuaiyun.com/colooooooo/article/details/144979366</guid><author>colooooooo</author><pubDate>Tue, 07 Jan 2025 11:29:31 +0800</pubDate><description><![CDATA[Unity中使用Cesium如何通过经纬度获取高程]]></description><category></category></item><item><title><![CDATA[经纬度转高斯坐标]]></title><link>https://blog.youkuaiyun.com/colooooooo/article/details/144912899</link><guid>https://blog.youkuaiyun.com/colooooooo/article/details/144912899</guid><author>colooooooo</author><pubDate>Fri, 03 Jan 2025 16:17:32 +0800</pubDate><description><![CDATA[C#  经纬度转高斯坐标]]></description><category></category></item><item><title><![CDATA[Unity C#语言的简单的单例模式]]></title><link>https://blog.youkuaiyun.com/colooooooo/article/details/144912233</link><guid>https://blog.youkuaiyun.com/colooooooo/article/details/144912233</guid><author>colooooooo</author><pubDate>Fri, 03 Jan 2025 16:00:59 +0800</pubDate><description><![CDATA[Unity单例方法]]></description><category></category></item><item><title><![CDATA[Unity热更新-HybirdCLR + Addressable 二]]></title><link>https://blog.youkuaiyun.com/colooooooo/article/details/144886672</link><guid>https://blog.youkuaiyun.com/colooooooo/article/details/144886672</guid><author>colooooooo</author><pubDate>Fri, 03 Jan 2025 11:03:06 +0800</pubDate><description><![CDATA[Unity 通过 hybird 与 addressable 实现代码与资源的热更新]]></description><category></category></item><item><title><![CDATA[Unity热更新-HybirdCLR + Addressable 一]]></title><link>https://blog.youkuaiyun.com/colooooooo/article/details/144854206</link><guid>https://blog.youkuaiyun.com/colooooooo/article/details/144854206</guid><author>colooooooo</author><pubDate>Thu, 02 Jan 2025 14:03:50 +0800</pubDate><description><![CDATA[Unity现在热更新技术都很全面了，本文采用HybirdCLR + Addressable实现代码与资源热更，也参考了Hybird官方案例、以及其他各个大佬写的博客]]></description><category></category></item></channel></rss>