<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[lexjay的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/lexjay</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; lexjay]]></copyright><item><title><![CDATA[Android 导出arr与unity2019以上版本交互]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/125446260</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/125446260</guid><author>lexjay</author><pubDate>Fri, 24 Jun 2022 16:55:39 +0800</pubDate><description><![CDATA[Android与unity交互新版本]]></description><category></category></item><item><title><![CDATA[Socket断线重连]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/80535030</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/80535030</guid><author>lexjay</author><pubDate>Fri, 01 Jun 2018 11:03:14 +0800</pubDate><description><![CDATA[一、网上常用方法 
1、当Socket.Conneted == false时，调用如下函数进行判断



///

/// 当socket.connected为false时，进一步确定下当前连接状态
/// 
/// 
private bool IsSocketConnected()
{
    #region remarks
    /******************************...]]></description><category></category></item><item><title><![CDATA[多Camera多屏显示]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/79800487</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/79800487</guid><author>lexjay</author><pubDate>Tue, 03 Apr 2018 11:10:47 +0800</pubDate><description><![CDATA[很多时候需要多个屏幕来显示游戏场景或者不同角度的游戏场景。这时候我们会需要多个Camera，这样我们创建3个Camera对准场景的3个不同的方向。设置Camera的Display如下图 
 
 
 
设置完毕之后再Start函数中激活下，几个屏幕就激活几个Display.displays[0].Activate();
        if (Display.displays.Length>1)]]></description><category></category></item><item><title><![CDATA[unity打包全屏显示以及Unity的一些打包设置]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/79799862</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/79799862</guid><author>lexjay</author><pubDate>Tue, 03 Apr 2018 10:40:07 +0800</pubDate><description><![CDATA[这里介绍两种全屏显示的方法。第一种是写代码实现的可以外部载入数据并且修改分辨率。using RenderHeads.Media.AVProVideo;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Xml;
using]]></description><category></category></item><item><title><![CDATA[串口通信]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/79799132</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/79799132</guid><author>lexjay</author><pubDate>Tue, 03 Apr 2018 10:03:05 +0800</pubDate><description><![CDATA[首先最近制作串口通信的项目比较多所以稍微研究了下稍作整理以防忘记，希望也有大佬指正。做串口通信的首先要在菜单–edit–project setting–player  然后看inspector面板，最下面的other setting 把Api Compatibility Level 设置成。Net2..0否则无法使用using System.IO.Ports;如下图设置 
 
之后就是上代码了usi]]></description><category></category></item><item><title><![CDATA[OpenCv3入门1,图像处理]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/79387350</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/79387350</guid><author>lexjay</author><pubDate>Tue, 27 Feb 2018 13:49:34 +0800</pubDate><description><![CDATA[首先先搭建OpenCv3的环境。这些网上有许多可以查找，本内容是初级书上教材。 
首先包含头文件。#include <opencv2\opencv.hpp>//OpenCv highgui 模块头文件
#include<opencv2/imgproc/imgproc.hpp>//OpenCv 图像处理文件
#include<iostream>
using namespace std;
using n]]></description><category></category></item><item><title><![CDATA[Kinnect中AvatarController脚本翻译]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/78894942</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/78894942</guid><author>lexjay</author><pubDate>Mon, 25 Dec 2017 17:25:32 +0800</pubDate><description><![CDATA[AvatarController脚本翻译using UnityEngine;
//using Windows.Kinect;using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.IO;
using Syst]]></description><category></category></item><item><title><![CDATA[相机抖动效果]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/78840978</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/78840978</guid><author>lexjay</author><pubDate>Tue, 19 Dec 2017 11:41:41 +0800</pubDate><description><![CDATA[相机抖动效果。using UnityEngine;
using System.Collections;
namespace ElementGirl.shiweijie
{
    public class CameraShake : MonoSingleton<CameraShake>
    {
        // 抖动目标的transform(若未添加引用，怎默认为当前物体的transform]]></description><category></category></item><item><title><![CDATA[C++面试出现频率最高的30道题目]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/78716783</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/78716783</guid><author>lexjay</author><pubDate>Tue, 05 Dec 2017 10:19:33 +0800</pubDate><description><![CDATA[1.new、delete、malloc、free关系delete会调用对象的析构函数,和new对应free只会释放内存，new调用构造函数。malloc与free是C++/C语言的标准库函数，new/delete是C++的运算符。它们都可用于申请动态内存和释放内存。对于非内部数据类型的对象而言，光用maloc/free无法满足动态对象的要求。对象在创建的同时要自动执行构造函数，对象在消亡之前要自动执]]></description><category></category></item><item><title><![CDATA[Unity3D-将美术提供的图片当做字体使用（普通图片自动生成Custom font）]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/78605876</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/78605876</guid><author>lexjay</author><pubDate>Wed, 22 Nov 2017 17:12:19 +0800</pubDate><description><![CDATA[参考：http://blog.youkuaiyun.com/pz789as/article/details/54313122我在上一篇文章中写了一个最新版本的导出fnt字体的方式，主要就是uv和vert的变化。 
这两天发现，有时候我们需要的艺术字体，并不是ttf这种字体格式的文件，而有可能是美术人员自己动手画的艺术字，这个时候就没法用上面那个方法去做图片字体了。难道还能用手去填写么，那也太麻烦了。 
本来想着]]></description><category></category></item><item><title><![CDATA[面试题积累]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/78605730</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/78605730</guid><author>lexjay</author><pubDate>Wed, 22 Nov 2017 17:03:21 +0800</pubDate><description><![CDATA[1。strcpy 函数实现char *my_strcpy(char *des, const char *sre)
{
    assert(des != NULL&&sre != NULL);
    char*ret = des;
    //while ((*des++ = *sre++) != '\0');    
    memcpy(des, sre, strlen(sre) + 1);]]></description><category></category></item><item><title><![CDATA[简易的洗牌算法]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/78519993</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/78519993</guid><author>lexjay</author><pubDate>Mon, 13 Nov 2017 14:27:24 +0800</pubDate><description><![CDATA[我们常常会需要人物随机出场顺序。使用内置的Random函数常常会随机到重复的人物。这样会达不到我们想要的效果。所以我们会用到简单的洗牌算法来实现随机且不重复的物体。 
首先我们需要创建两个链表public List<GameObject> OriginalPlayer;//未排序的玩家
public List<GameObject> GamePlayer;//初始化随机后玩家之后进行洗牌随机的算法实]]></description><category></category></item><item><title><![CDATA[lua基础知识五]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/78490796</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/78490796</guid><author>lexjay</author><pubDate>Thu, 09 Nov 2017 16:05:32 +0800</pubDate><description><![CDATA[lua面向对象 
lua 中没有类，那么LUA中的类可以通过table + function模拟出来。--table function
--对于一个对象来说  属性 方法
--人
person.eat = function ()
    print(person.name.."在吃饭")
end
function person.eat()
    print(person.name.."在吃饭")]]></description><category></category></item><item><title><![CDATA[Lua基础知识四]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/78490371</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/78490371</guid><author>lexjay</author><pubDate>Thu, 09 Nov 2017 15:38:20 +0800</pubDate><description><![CDATA[1.53-Lua中简单模式下文件的读取 
简单模式（simple model）拥有一个当前输入文件和一个当前输出文件，并且提供针对这些文件相关的操作。 
简单模式在做一些简单的文件操作时较为合适。但是在进行一些高级的文件操作的时候，简单模式就显得力不从心。例如同时读取多个文件这样的操作，使用完全模式则较为合适。 
打开文件操作语句如下： 
file = io.open (filename [, mo]]></description><category></category></item><item><title><![CDATA[Lua基础知识三]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/78489739</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/78489739</guid><author>lexjay</author><pubDate>Thu, 09 Nov 2017 14:56:39 +0800</pubDate><description><![CDATA[lua调用lua的模块的调用 
模块module = {}module.var = "siki"module.func1 = function ()
    print("这个是Module里面的函数")
end
--[[
function module.func1()
    print("这个是Module里面的函数")
end
--]]local function func2()
    pr]]></description><category></category></item><item><title><![CDATA[lua基础知识二]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/78487619</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/78487619</guid><author>lexjay</author><pubDate>Thu, 09 Nov 2017 11:22:59 +0800</pubDate><description><![CDATA[1.table表的定义 
tab1={}–l空表 {}构造表达式tab2={key1=100,key2="value2"}--初始化一个表
print(tab1)
print(tab2.key1)
print(tab2["key1"])tab3={"apple","pear","orange","grape"}
print(tab3[2])for key,val in pairs(tab3) do]]></description><category></category></item><item><title><![CDATA[unity小技巧新建脚本规范]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/78481103</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/78481103</guid><author>lexjay</author><pubDate>Wed, 08 Nov 2017 17:23:53 +0800</pubDate><description><![CDATA[查找unity中文件路径 
D:\Unity5.6.1\Unity\Editor\Data\Resources\ScriptTemplates 
用VS打开如图的脚本。 
然后按照自己的编码习惯写入自己的初始化脚本这样每次创建新脚本就是自己的风格了]]></description><category></category></item><item><title><![CDATA[Lua基础知识一]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/78480812</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/78480812</guid><author>lexjay</author><pubDate>Wed, 08 Nov 2017 17:03:30 +0800</pubDate><description><![CDATA[首先推荐菜鸟教程网站http://www.runoob.com/lua/lua-tutorial.html，应为我也是刚接触所以从菜鸟学起。 
1.注释 
单行注释--多行注释--[[
--]]2.lua 的保留关键词and break   do  else
elseif  end false   for
function    if  in  local
nil not or  repeat
re]]></description><category></category></item><item><title><![CDATA[已知两个点求所在象限并且角度]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/78465284</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/78465284</guid><author>lexjay</author><pubDate>Tue, 07 Nov 2017 10:37:28 +0800</pubDate><description><![CDATA[public void GetAngle(Vector3 a, Vector3 b)
    {
        b.x -= a.x;
        b.y -= a.y;
        if (b.x == 0 && b.y == 0)//目标点在自身点一致
        {
            //return 0;
        }
        else if (b.x >]]></description><category></category></item><item><title><![CDATA[读取文件夹图片]]></title><link>https://blog.youkuaiyun.com/lexjay/article/details/78464769</link><guid>https://blog.youkuaiyun.com/lexjay/article/details/78464769</guid><author>lexjay</author><pubDate>Tue, 07 Nov 2017 10:04:38 +0800</pubDate><description><![CDATA[读取文件夹文件夹图片并移动至另一个文件夹，1天清空一次using UnityEngine;
using System.Collections;
using System.IO;
using System;
using System.Linq;public class SaoMiao : MonoBehaviour
{    //string FolderName = "ScanImages";]]></description><category></category></item></channel></rss>