<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[fasuk的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/fasuk</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; fasuk]]></copyright><item><title><![CDATA[cocos骨骼动画API之armature.animation.fadeIn]]></title><link>https://blog.youkuaiyun.com/fasuk/article/details/131523865</link><guid>https://blog.youkuaiyun.com/fasuk/article/details/131523865</guid><author>fasuk</author><pubDate>Mon, 03 Jul 2023 21:18:01 +0800</pubDate><description><![CDATA[【代码】cocos骨骼动画API之armature.animation.fadeIn。]]></description><category></category></item><item><title><![CDATA[排序算法的安全性及其时间复杂度]]></title><link>https://blog.youkuaiyun.com/fasuk/article/details/121241394</link><guid>https://blog.youkuaiyun.com/fasuk/article/details/121241394</guid><author>fasuk</author><pubDate>Wed, 10 Nov 2021 09:24:38 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[委托系统框架]]></title><link>https://blog.youkuaiyun.com/fasuk/article/details/121207958</link><guid>https://blog.youkuaiyun.com/fasuk/article/details/121207958</guid><author>fasuk</author><pubDate>Mon, 08 Nov 2021 15:01:12 +0800</pubDate><description><![CDATA[using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

//在这里添加委托名
enum EventEnum
{
    changedHP,
    changedMP,
    levelUp, 
}

class MyEventSystem
{
    private static Dictionary&lt;EventEnum]]></description><category></category></item><item><title><![CDATA[unity实现简单路径导航]]></title><link>https://blog.youkuaiyun.com/fasuk/article/details/121207488</link><guid>https://blog.youkuaiyun.com/fasuk/article/details/121207488</guid><author>fasuk</author><pubDate>Mon, 08 Nov 2021 14:44:39 +0800</pubDate><description><![CDATA[实现一个点击地面，人物移动并显示导航路径的效果。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.EventSystems;
using UnityEngine.UI;

public class Player : MonoBehaviour
{
    NavMeshAgent agent;
    public Li]]></description><category></category></item><item><title><![CDATA[使用对象池]]></title><link>https://blog.youkuaiyun.com/fasuk/article/details/121203181</link><guid>https://blog.youkuaiyun.com/fasuk/article/details/121203181</guid><author>fasuk</author><pubDate>Mon, 08 Nov 2021 12:04:09 +0800</pubDate><description><![CDATA[首先，我们要创建一个对象池类
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ObjectPool
{
    Dictionary&lt;string, List&lt;GameObject&gt;&gt; pool;
    
    private static ObjectPool _instance = null;
    private ObjectPool(]]></description><category></category></item><item><title><![CDATA[c#实现简单排序]]></title><link>https://blog.youkuaiyun.com/fasuk/article/details/121203040</link><guid>https://blog.youkuaiyun.com/fasuk/article/details/121203040</guid><author>fasuk</author><pubDate>Mon, 08 Nov 2021 10:34:22 +0800</pubDate><description><![CDATA[namespace Sort
{
    public class Sort
    {
        public static void Main()
        {
            int[] arr = new int[] { 5, 1, 13, 6, 10, 55, 99, 2, 87, 12, 34, 75, 33, 47 };

            BubbleSorter.Sort(arr);
            //SelectionSorter.Sort(arr);]]></description><category></category></item><item><title><![CDATA[Unity射线]]></title><link>https://blog.youkuaiyun.com/fasuk/article/details/121174677</link><guid>https://blog.youkuaiyun.com/fasuk/article/details/121174677</guid><author>fasuk</author><pubDate>Sat, 06 Nov 2021 09:38:46 +0800</pubDate><description><![CDATA[射线
//创建射线，提前给定射线的发射位置和方向
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
//Ray ray = camera.ScreenPointToRay(Input.mousePosition);
//Ray ray = new Ray(startPosition,endPosition);

//碰撞信息，用于接收碰撞到的物体是谁以及碰撞点的位置和信息
RaycastHit hit;
if (Physics.Rayc]]></description><category></category></item><item><title><![CDATA[协程知识点]]></title><link>https://blog.youkuaiyun.com/fasuk/article/details/121122182</link><guid>https://blog.youkuaiyun.com/fasuk/article/details/121122182</guid><author>fasuk</author><pubDate>Wed, 03 Nov 2021 15:31:47 +0800</pubDate><description><![CDATA[协程知识点
什么是协同程序？
协程并不是多线程的，只是在同一个线程中开辟了一段代码块
主要要注意的地方，协程的开启，和yield return的使用

在主线程运行的同时开启另一段逻辑处理，来协助当前程序的执行，协程很像多线程，但是不是多线程，Unity的协程实在每帧结束之后去检测yield的条件是否满足。

1、要弄清楚携程首先得弄清楚生命周期函数，在unity中的生命周期函数
Awake():唤醒事件，游戏一开始运行就执行，只执行一次
OnEnable():启用事件，只执行一次。当脚本组件被启用时执行一]]></description><category></category></item></channel></rss>