<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[MaiYo_]]></title><description><![CDATA[do it.]]></description><link>https://blog.youkuaiyun.com/kenight</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; kenight]]></copyright><item><title><![CDATA[Python 常用命令]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/150955279</link><guid>https://blog.youkuaiyun.com/kenight/article/details/150955279</guid><author>kenight</author><pubDate>Thu, 28 Aug 2025 16:29:00 +0800</pubDate><description><![CDATA[生成依赖清单 requirements.txt (手动记录好点不然很乱)]]></description><category></category></item><item><title><![CDATA[Unity 笔记]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/143257569</link><guid>https://blog.youkuaiyun.com/kenight/article/details/143257569</guid><author>kenight</author><pubDate>Sat, 26 Oct 2024 18:28:25 +0800</pubDate><description><![CDATA[使用 GetComponentsInChildren 会返回自身以及子节点，如果要排除自身可以使用以下方法。]]></description><category></category></item><item><title><![CDATA[Unreal 笔记]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/139007073</link><guid>https://blog.youkuaiyun.com/kenight/article/details/139007073</guid><author>kenight</author><pubDate>Fri, 17 May 2024 16:18:34 +0800</pubDate><description><![CDATA[Unreal Engine 笔记]]></description><category></category></item><item><title><![CDATA[关于 Unreal 中的一些计算问题]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/136593260</link><guid>https://blog.youkuaiyun.com/kenight/article/details/136593260</guid><author>kenight</author><pubDate>Sat, 09 Mar 2024 23:22:51 +0800</pubDate><description><![CDATA[关于 Unreal 中的一些计算问题]]></description><category></category></item><item><title><![CDATA[Godot 基础]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/134220693</link><guid>https://blog.youkuaiyun.com/kenight/article/details/134220693</guid><author>kenight</author><pubDate>Sat, 04 Nov 2023 17:21:25 +0800</pubDate><description><![CDATA[Godot 基础]]></description><category></category></item><item><title><![CDATA[Unity Addressable Sample]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/131511372</link><guid>https://blog.youkuaiyun.com/kenight/article/details/131511372</guid><author>kenight</author><pubDate>Mon, 03 Jul 2023 10:49:15 +0800</pubDate><description><![CDATA[【代码】Unity Addressable Sample。]]></description><category></category></item><item><title><![CDATA[浅析 C# Dictionary 实现原理(转)]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/130730992</link><guid>https://blog.youkuaiyun.com/kenight/article/details/130730992</guid><author>kenight</author><pubDate>Wed, 17 May 2023 17:28:32 +0800</pubDate><description><![CDATA[浅析 C# Dictionary 实现原理 - InCerry]]></description><category></category></item><item><title><![CDATA[UE 控制台命令整理]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/125268797</link><guid>https://blog.youkuaiyun.com/kenight/article/details/125268797</guid><author>kenight</author><pubDate>Mon, 13 Jun 2022 22:27:25 +0800</pubDate><description><![CDATA[控制台命令整理]]></description><category></category></item><item><title><![CDATA[PS 图层混合模式分类]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/124209977</link><guid>https://blog.youkuaiyun.com/kenight/article/details/124209977</guid><author>kenight</author><pubDate>Sat, 16 Apr 2022 10:52:15 +0800</pubDate><description><![CDATA[图层混合模式分类]]></description><category></category></item><item><title><![CDATA[Photoshop 抠图方式]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/123218433</link><guid>https://blog.youkuaiyun.com/kenight/article/details/123218433</guid><author>kenight</author><pubDate>Tue, 01 Mar 2022 22:58:47 +0800</pubDate><description><![CDATA[选择 “色彩范围” 工具，调整容差与吸管加选选区
选择 “焦点区域” 工具
“对象选择工具”，“快速选择工具”，“魔术棒” 等配合 “选择并遮住”
快捷键Q进入 “快速蒙版”，使用 “画笔” 确定选区
钢笔勾边
图层样式 “混合选项” 中使用混合颜色带（Alt点击分离手柄）
通道抠图，选择并复制合适的通道，使用加色阶、加深、减淡等工具处理通道获得选区
最后，多种方法要结合使用不断优化选区蒙版，已建立蒙版可以双击使用 “选择并遮住” 反复调整


...]]></description><category></category></item><item><title><![CDATA[快捷键与偏好设置整理]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/123006334</link><guid>https://blog.youkuaiyun.com/kenight/article/details/123006334</guid><author>kenight</author><pubDate>Fri, 18 Feb 2022 17:20:53 +0800</pubDate><description><![CDATA[快捷键与偏好设置整理




Key
Action




LMB + Drag
水平旋转 / 前后移动


RMB + Drag
旋转


LMB + RMB + Drag
上下移动


Alt + LMB + Drag
环绕


Alt + RMB + Drag
前后移动


其他




Key
Action




Ctrl + ALT + LMB + Drag
框选


Ctrl + LMB + Drag
X 轴 - 移动 / 旋转 / 缩放


Ctrl + RMB + Drag
Y 轴 -..]]></description><category></category></item><item><title><![CDATA[UE 函数/事件/宏区别]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/122210631</link><guid>https://blog.youkuaiyun.com/kenight/article/details/122210631</guid><author>kenight</author><pubDate>Wed, 29 Dec 2021 11:20:53 +0800</pubDate><description><![CDATA[UE 函数，事件，宏的区别]]></description><category></category></item><item><title><![CDATA[Git 基本命令]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/122131221</link><guid>https://blog.youkuaiyun.com/kenight/article/details/122131221</guid><author>kenight</author><pubDate>Fri, 24 Dec 2021 16:39:34 +0800</pubDate><description><![CDATA[Git 基本命令]]></description><category></category></item><item><title><![CDATA[Editor Tips]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/119994118</link><guid>https://blog.youkuaiyun.com/kenight/article/details/119994118</guid><author>kenight</author><pubDate>Mon, 30 Aug 2021 11:51:19 +0800</pubDate><description><![CDATA[自定义 UI Scaling

通过启动参数，自定义缩放比例


]]></description><category></category></item><item><title><![CDATA[ScriptableObjects Callbacks]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/118280674</link><guid>https://blog.youkuaiyun.com/kenight/article/details/118280674</guid><author>kenight</author><pubDate>Sun, 27 Jun 2021 22:12:56 +0800</pubDate><description><![CDATA[鼠标输入问题
不管使用老系统还是 new input system ，只要 mouse delta * Time.deltaTime 就会有卡顿感
测试环境一：
URP 默认的 template 项目，使用老输入系统，自带的 SampleCameraController.cs 脚本，使用右键控制鼠标时，明显卡顿

var mouseMovement = GetInputLookRotation() * TIme.deltaTime * 5
// 如果将 TIme.deltaTime 替换为常量则变得丝滑
v]]></description><category></category></item><item><title><![CDATA[Vector 基础]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/117251447</link><guid>https://blog.youkuaiyun.com/kenight/article/details/117251447</guid><author>kenight</author><pubDate>Tue, 25 May 2021 20:38:01 +0800</pubDate><description><![CDATA[向量基础]]></description><category></category></item><item><title><![CDATA[Unity VS Code Development]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/112209314</link><guid>https://blog.youkuaiyun.com/kenight/article/details/112209314</guid><author>kenight</author><pubDate>Tue, 05 Jan 2021 00:16:25 +0800</pubDate><description><![CDATA[VS Code 官方参考文档
Unity Development with VS Code
开发环境需求
VS Code 开发C#项目需要安装 .NET Core SDK
安装 C# extension

启动代码完成

打开.cs文件没有代码完成功能并有如下提示：


提示需要安装 .NET Framework 4.X Targeting Pack


目前版本Unity只支持到4.7.1，可以通过报错信息或 Assembly-CSharp.csproj 文件查看



...]]></description><category></category></item><item><title><![CDATA[类或接口使用时机]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/105142204</link><guid>https://blog.youkuaiyun.com/kenight/article/details/105142204</guid><author>kenight</author><pubDate>Fri, 27 Mar 2020 15:42:09 +0800</pubDate><description><![CDATA[有时候这样使用接口
public interface IAnimal
{
    void Prey();
}

public class Bird: IAnimal
{
    public void Prey() =&gt; Debug.Log("prey");
}

仔细想一想，使用抽象类或基类的方式更合适，还能定义属性和字段
public abstract class Animal
{
 ...]]></description><category></category></item><item><title><![CDATA[释放非托管资源]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/105124977</link><guid>https://blog.youkuaiyun.com/kenight/article/details/105124977</guid><author>kenight</author><pubDate>Thu, 26 Mar 2020 19:01:52 +0800</pubDate><description><![CDATA[使用 using 语法糖清理非托管资源
using (var file = File.Open(path, FileMode.Open))
{
	...
}

File 类型属于托管类型，它通过垃圾回收器分配堆内存并自动释放，但它访问的外部文件属于非托管资源，垃圾回收器不能跟踪并释放。
上面 using 语句实际上将编译成：
{
  var file = File.Open(path, FileM...]]></description><category></category></item><item><title><![CDATA[C# 迭代器]]></title><link>https://blog.youkuaiyun.com/kenight/article/details/105049362</link><guid>https://blog.youkuaiyun.com/kenight/article/details/105049362</guid><author>kenight</author><pubDate>Mon, 23 Mar 2020 15:23:32 +0800</pubDate><description><![CDATA[IEnumerator
实现 IEnumerator 接口的类才是真正的迭代器，它定义了各项元素被循环访问的逻辑。
// 实现 IEnumerator
public class WeekEnumerator : IEnumerator
{
    string[] week = { "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat" };
    int...]]></description><category></category></item></channel></rss>