<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[maba007的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/maba007</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; maba007]]></copyright><item><title><![CDATA[C#  获取 点到线段的距离]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/84033860</link><guid>https://blog.youkuaiyun.com/maba007/article/details/84033860</guid><author>maba007</author><pubDate>Mon, 03 Dec 2018 13:41:25 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[C#   时间戳 应用]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/83750017</link><guid>https://blog.youkuaiyun.com/maba007/article/details/83750017</guid><author>maba007</author><pubDate>Mon, 03 Dec 2018 13:41:15 +0800</pubDate><description><![CDATA[C# DateTime与时间戳的相互转换，包括JavaScript时间戳和Unix的时间戳。

 

JavaScript时间戳：是指格林威治时间1970年01月01日00时00分00秒(北京时间1970年01月01日08时00分00秒)起至现在的总毫秒数。

Unix时间戳：是指格林威治时间1970年01月01日00时00分00秒(北京时间1970年01月01日08时00分00秒)起至现在的总秒...]]></description><category></category></item><item><title><![CDATA[unity  LineRender  更换颜色]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/83898535</link><guid>https://blog.youkuaiyun.com/maba007/article/details/83898535</guid><author>maba007</author><pubDate>Fri, 09 Nov 2018 15:33:05 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[C# 代码打开一个网络连接]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/83346278</link><guid>https://blog.youkuaiyun.com/maba007/article/details/83346278</guid><author>maba007</author><pubDate>Fri, 02 Nov 2018 14:34:23 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[RabbitMQ的应用(C#)]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/83654692</link><guid>https://blog.youkuaiyun.com/maba007/article/details/83654692</guid><author>maba007</author><pubDate>Fri, 02 Nov 2018 14:33:51 +0800</pubDate><description><![CDATA[注意点:

队列只会在它不存在的时候创建，多次声明并不会重复创建。信息的内容是字节数组，也就意味着你可以传递任何数据。

消息队列的使用过程大概如下

 

    （1）客户端连接到消息队列服务器，打开一个channel。

//赋值

ConnectionFactory factory = new ConnectionFactory(); //新建一个连接类

factory.HostName...]]></description><category></category></item><item><title><![CDATA[unity资源下载实现断点下载]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/83341708</link><guid>https://blog.youkuaiyun.com/maba007/article/details/83341708</guid><author>maba007</author><pubDate>Wed, 24 Oct 2018 13:29:51 +0800</pubDate><description><![CDATA[以下是我们项目中实际应用的断点续传代码

public IEnumerator downloadByHttpRequest(string url,int id,string assetbundlename,GameObject slider,GameObject NoDown,GameObject BlueTop)
    {
        //临时文件名(把下载的资源的名字修改为临时名字 )
...]]></description><category></category></item><item><title><![CDATA[unity 光照探针 Light probeGroup应用]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/83309283</link><guid>https://blog.youkuaiyun.com/maba007/article/details/83309283</guid><author>maba007</author><pubDate>Wed, 24 Oct 2018 11:11:43 +0800</pubDate><description><![CDATA[创建一个空物体   给这个物体加上Light probeGroup 组件



点击上图中的箭头指的按钮,  点击之后下面 的方框内4个按钮就点亮(变为可点击)

点击Add probe,一个点一个点增加，或者使用Duplicate Selected 复制所选的点，

让点把2个灯光照射范围包围起来,如下图



创建一个cube放在group中间，并且勾上cube上Mesh Renderer中的...]]></description><category></category></item><item><title><![CDATA[unity 屏幕后处理插件 PostProcessing使用]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/83303328</link><guid>https://blog.youkuaiyun.com/maba007/article/details/83303328</guid><author>maba007</author><pubDate>Tue, 23 Oct 2018 13:55:05 +0800</pubDate><description><![CDATA[首先插件可以在AssetStore上免费下载(搜索 Post processing stack导入);

2018版本还可以使用Window&amp;gt;&amp;gt;PackageManager进行添加.

然后，在camera上挂载Post Processing Behaviour脚本。

这时，你需要在工程界面右键 Assets &amp;gt; Create &amp;gt; Post-Processing Prof...]]></description><category></category></item><item><title><![CDATA[ｕｎｉｔｙ　异步添加场景]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/82996022</link><guid>https://blog.youkuaiyun.com/maba007/article/details/82996022</guid><author>maba007</author><pubDate>Wed, 10 Oct 2018 13:58:12 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[JS 中   map 和 each 的区别]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/82187982</link><guid>https://blog.youkuaiyun.com/maba007/article/details/82187982</guid><author>maba007</author><pubDate>Fri, 07 Sep 2018 16:26:51 +0800</pubDate><description><![CDATA[map （）主要遍历操作数组和 数组对象，each主要遍历jQuery对象。

each返回原来数组，不会创建一个新的数组。

map方法返回一个新的数组，滥用map会造成内存浪费。

map有return返回值，each 没有。

传递的参数不同。

each

1.处理数组

var arr=['aa','bb','cc'];

$.each(arr,function(key,val){})
...]]></description><category></category></item><item><title><![CDATA[C#    把十六进制的字符串转化为Color]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/82498665</link><guid>https://blog.youkuaiyun.com/maba007/article/details/82498665</guid><author>maba007</author><pubDate>Fri, 07 Sep 2018 16:26:07 +0800</pubDate><description><![CDATA[ /// &amp;lt;summary&amp;gt;
    /// 把十六进制的字符串转化为Color
    /// &amp;lt;/summary&amp;gt;
    /// &amp;lt;param name=&quot;strHex&quot;&amp;gt;没有#号键，因为后台不加&amp;lt;/param&amp;gt;
    /// &amp;lt;returns&amp;gt;&amp;lt;/returns&amp;gt;
    public static Color ]]></description><category></category></item><item><title><![CDATA[UnityShader 屏幕后处理效果的基类]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/81382172</link><guid>https://blog.youkuaiyun.com/maba007/article/details/81382172</guid><author>maba007</author><pubDate>Fri, 03 Aug 2018 10:09:43 +0800</pubDate><description><![CDATA[此脚本可以不需要手动挂载,放在项目中即可,需要的时候自动挂载  (下方红色代码实现此功能)

using UnityEngine;
using System.Collections;

[ExecuteInEditMode]                                   //编辑状态也运行[RequireComponent (typeof(Camera))]     // 它...]]></description><category></category></item><item><title><![CDATA[C#   保留两位整数]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/80990494</link><guid>https://blog.youkuaiyun.com/maba007/article/details/80990494</guid><author>maba007</author><pubDate>Thu, 02 Aug 2018 17:40:27 +0800</pubDate><description><![CDATA[最近项目用到 需要保留两位整数(如视频时长显示),上网百度了一下,都是保留两位小数的博客;

没办法,自己查看  string类 官方文档,总算找到了;其实比较简单:



 

 ...]]></description><category></category></item><item><title><![CDATA[unity AudioSource动态加载]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/80902128</link><guid>https://blog.youkuaiyun.com/maba007/article/details/80902128</guid><author>maba007</author><pubDate>Thu, 02 Aug 2018 17:40:14 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[unity VideoPlayer实际应用]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/80909655</link><guid>https://blog.youkuaiyun.com/maba007/article/details/80909655</guid><author>maba007</author><pubDate>Thu, 02 Aug 2018 17:39:28 +0800</pubDate><description><![CDATA[Ugui 层应用

创建一个   RawImage ;

给RawImage上挂上 VideoPlayer 组件;

代码部分 



 

补充说明:   本地路径   和 网络路径



补充带时间走动的视频 且 进度条可以拖动  下面是完整代码

using System.Collections;
using System.Collections.Generic;
using UnityEn...]]></description><category></category></item><item><title><![CDATA[unity2018  shader 中 LIGHT_ATTENUATION();报错解决方案]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/81029737</link><guid>https://blog.youkuaiyun.com/maba007/article/details/81029737</guid><author>maba007</author><pubDate>Fri, 13 Jul 2018 13:55:04 +0800</pubDate><description><![CDATA[今天项目需要打包测试,结果在打包的时候报shader语法错误!float attenuation = LIGHT_ATTENUATION(i); 这一行报 shader 语法错误()查找原因  原来项目用unity 2017 升级到 2018以后  shader 的内置函数 LIGHT_ATTENUATION(i) 发生改变(unity2018  很蛋疼的BUG!!)attenuation 衰减率...]]></description><category></category></item><item><title><![CDATA[unity 判断网络连接  以及 判断 连接类型(流量 或 WIFI)]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/80826791</link><guid>https://blog.youkuaiyun.com/maba007/article/details/80826791</guid><author>maba007</author><pubDate>Tue, 03 Jul 2018 16:29:47 +0800</pubDate><description><![CDATA[

NetworkReachability 网络可达性(枚举类型)

 

Values值

NetworkReachability.NotReachable

网络不可达。

NetworkReachability.ReachableViaCarrierDataNetwork

网络通过运营商数据网络是可达的。

NetworkReachability.Network is reachable ...]]></description><category></category></item><item><title><![CDATA[UGUI  Slider.OnvalueChange事件]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/80900569</link><guid>https://blog.youkuaiyun.com/maba007/article/details/80900569</guid><author>maba007</author><pubDate>Tue, 03 Jul 2018 16:28:55 +0800</pubDate><description><![CDATA[或者]]></description><category></category></item><item><title><![CDATA[unity InputField组件 自动进入激活状态 (隐藏到打开)]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/80705200</link><guid>https://blog.youkuaiyun.com/maba007/article/details/80705200</guid><author>maba007</author><pubDate>Fri, 15 Jun 2018 14:40:10 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[添加子物体使这个子物体排在最上边(下标为0)]]></title><link>https://blog.youkuaiyun.com/maba007/article/details/80666501</link><guid>https://blog.youkuaiyun.com/maba007/article/details/80666501</guid><author>maba007</author><pubDate>Tue, 12 Jun 2018 15:50:01 +0800</pubDate><description><![CDATA[ //获取第一个子物体的下表        int index = parent.GetChild(0).GetSiblingIndex();        GameObject clone = Instantiate(Item, parent);        clone.transform.SetSiblingIndex(index);...]]></description><category></category></item></channel></rss>