<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[Jo.H的博客]]></title><description><![CDATA[程序之路，渐行渐远]]></description><link>https://blog.youkuaiyun.com/csdn1987</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; csdn1987]]></copyright><item><title><![CDATA[Unity选择框（魔兽争霸3）]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/146505146</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/146505146</guid><author>csdn1987</author><pubDate>Tue, 25 Mar 2025 15:48:09 +0800</pubDate><description><![CDATA[/ 更新当前鼠标位置。// 获取框选区域内的单位。//区域颜色、边界颜色。]]></description><category></category></item><item><title><![CDATA[Unity使用自定义类的List在Inspector面板上显示异常（2021.3.4）]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/146150004</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/146150004</guid><author>csdn1987</author><pubDate>Mon, 10 Mar 2025 12:04:29 +0800</pubDate><description><![CDATA[自定义类在Mono中声明变量。]]></description><category></category></item><item><title><![CDATA[C#服务器学习]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/145854158</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/145854158</guid><author>csdn1987</author><pubDate>Tue, 25 Feb 2025 15:25:32 +0800</pubDate><description><![CDATA[【代码】C#服务器学习。]]></description><category></category></item><item><title><![CDATA[C#中async和await的一种使用方式]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/144796913</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/144796913</guid><author>csdn1987</author><pubDate>Sat, 28 Dec 2024 23:27:52 +0800</pubDate><description><![CDATA[故事源于Unity中游戏开发的异步加载资源功能需求，在微信小游戏中需要使用异步或者callback的方式加载资源，微信小游戏的运行逻辑是所有的资源都是在资源服务器上的，加载是通过微信插件远程下载保存到本地（微信自行处理），然后实例化的，那么在加载没有资源例如UI面板的时候，吧prefab和美术资源分开加载来保证快速进入游戏（某些图片资源、特效可以通过异步、或者后台的方式后加载）//查看异步要加载的资源是否已经存在。///遍历异步加载的资源是否到位。/// 异步加载Object。]]></description><category></category></item><item><title><![CDATA[Unity编辑器OnGUI]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/130223164</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/130223164</guid><author>csdn1987</author><pubDate>Tue, 18 Apr 2023 16:08:16 +0800</pubDate><description><![CDATA[编辑器内OnGUI的使用和Editor内置接口]]></description><category></category></item><item><title><![CDATA[超简单的Google Protobuf的使用手册]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/128418647</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/128418647</guid><author>csdn1987</author><pubDate>Fri, 23 Dec 2022 21:21:43 +0800</pubDate><description><![CDATA[简单易懂的protobuf使用和开发流程，从零开始]]></description><category></category></item><item><title><![CDATA[Update执行顺序问题]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/126753497</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/126753497</guid><author>csdn1987</author><pubDate>Wed, 07 Sep 2022 20:44:26 +0800</pubDate><description><![CDATA[每个脚本中Update执行顺序]]></description><category></category></item><item><title><![CDATA[transform.SetParent]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/126407759</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/126407759</guid><author>csdn1987</author><pubDate>Thu, 18 Aug 2022 16:12:56 +0800</pubDate><description><![CDATA[Unity.Transform]]></description><category></category></item><item><title><![CDATA[《时间戳》]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/125778398</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/125778398</guid><author>csdn1987</author><pubDate>Thu, 14 Jul 2022 10:40:25 +0800</pubDate><description><![CDATA[关于时间戳的一些用法]]></description><category></category></item><item><title><![CDATA[obj模型文件解析]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/124014794</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/124014794</guid><author>csdn1987</author><pubDate>Thu, 07 Apr 2022 14:34:54 +0800</pubDate><description><![CDATA[obj模型文件数据结构]]></description><category></category></item><item><title><![CDATA[简易的对象池单例类]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/123254426</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/123254426</guid><author>csdn1987</author><pubDate>Thu, 03 Mar 2022 14:59:26 +0800</pubDate><description><![CDATA[Unity GameObject对象池]]></description><category></category></item><item><title><![CDATA[在文本的标记中添加新内容]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/112979928</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/112979928</guid><author>csdn1987</author><pubDate>Fri, 22 Jan 2021 11:13:38 +0800</pubDate><description><![CDATA[/// 重写脚本文件]]></description><category></category></item><item><title><![CDATA[通过Field Of View值计算屏幕成像的宽高]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/108850599</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/108850599</guid><author>csdn1987</author><pubDate>Mon, 28 Sep 2020 15:27:17 +0800</pubDate><description><![CDATA[透视相机相机成像的面积、相机高度和视野角度之间的关系

    Camera camera = Camera.main;
    float areaHeight = 40,//摄像机成像面积的高度
      distance = 50,//摄像机的高度
      fieldOfView = 60;//摄像机视野角度
    //已知：摄像机高度、视野角度
    areaHeight = 2.0f * distance * Mathf.Tan(f...]]></description><category></category></item><item><title><![CDATA[在Unity中使用lua]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/108715909</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/108715909</guid><author>csdn1987</author><pubDate>Mon, 21 Sep 2020 18:58:02 +0800</pubDate><description><![CDATA[lua学习直通车

我在项目中使用的是LuaFramework框架，也就是tolua

用C#的思路使用lua

1.单例类：创建一个lua脚本，TestSingle.lua


--[[------------------------------------------------]]--
TestSingle = {}
--定义一个名为name的变量
TestSingle.name = "test"
--age
TestSingle.age = 15
--公有变量，在引用了TestSingle之后就可以]]></description><category></category></item><item><title><![CDATA[C#格式化JSON数据]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/108240279</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/108240279</guid><author>csdn1987</author><pubDate>Wed, 26 Aug 2020 15:16:55 +0800</pubDate><description><![CDATA[格式化json]]></description><category></category></item><item><title><![CDATA[Shader中RGB和HSV的相互转换]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/107079546</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/107079546</guid><author>csdn1987</author><pubDate>Thu, 02 Jul 2020 10:54:23 +0800</pubDate><description><![CDATA[RGB中的xyz分别对应r(红色)g(绿色)b(蓝色)

HSV中的xyz分别对应h(色调、颜色)s(饱和度)v(明度)

RGB转化到HSV的算法:
max=max(R,G,B)；
min=min(R,G,B)；
V=max(R,G,B)；
S=(max-min)/max；
if (R = max) H =(G-B)/(max-min)* 60；
if (G = max) H = 120+(B-R)/(max-min)* 60；
if (B = max) H = 240 +(R-G)/(max-min)*]]></description><category></category></item><item><title><![CDATA[通过Mesh生成网格]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/104416056</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/104416056</guid><author>csdn1987</author><pubDate>Thu, 20 Feb 2020 19:07:11 +0800</pubDate><description><![CDATA[GameObject obj = new GameObject("go");
    MeshFilter mf = obj.AddComponent&lt;MeshFilter&gt;();
    MeshRenderer mr = obj.AddComponent&lt;MeshRenderer&gt;();
    //添加一个材质球
   ...]]></description><category></category></item><item><title><![CDATA[Unity资源加载对应的路径]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/97271190</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/97271190</guid><author>csdn1987</author><pubDate>Thu, 25 Jul 2019 16:37:33 +0800</pubDate><description><![CDATA[Application.dataPath

输出路径：工程根目录+"/Assets"

Application.streamingAssetsPath

输出路径：工程根目录+"/Assets/StreamingAssets"

StreamingAssets路径下的文件在打包过程中会原封不动保存，在游戏运行过程中，资源不会主动加载，所有资源只读不可写，读取文件需要使用WWW方式

Applica...]]></description><category></category></item><item><title><![CDATA[Image 模糊遮罩Shader]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/89677072</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/89677072</guid><author>csdn1987</author><pubDate>Fri, 28 Jun 2019 10:52:25 +0800</pubDate><description><![CDATA[Shader "Custom/Vague" {

Properties{

_Color("Main Color", Color) = (1,1,1,1)

_BumpAmt("Distortion", Range(0,128)) = 10

_MainTex("Tint Color (RGB)", 2D) = "white" {}

_BumpMap("Normalmap", 2D) = "bu...]]></description><category></category></item><item><title><![CDATA[新导入的美术资源自动设置TextureType]]></title><link>https://blog.youkuaiyun.com/csdn1987/article/details/89677130</link><guid>https://blog.youkuaiyun.com/csdn1987/article/details/89677130</guid><author>csdn1987</author><pubDate>Fri, 28 Jun 2019 10:52:18 +0800</pubDate><description><![CDATA[using UnityEngine;

using UnityEditor;

using System.IO;

//需要继承AssetPostprocessor

public class SetTextureType: AssetPostprocessor {

void OnPostprocessTexture(Texture2D texture) {

//资源目录

string di...]]></description><category></category></item></channel></rss>