<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[perouz的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/perouz</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; perouz]]></copyright><item><title><![CDATA[坦克大战3D 类整理]]></title><link>https://blog.youkuaiyun.com/perouz/article/details/119987193</link><guid>https://blog.youkuaiyun.com/perouz/article/details/119987193</guid><author>perouz</author><pubDate>Sun, 29 Aug 2021 22:42:33 +0800</pubDate><description><![CDATA[PlayerMove类


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PlayerMove : MonoBehaviour
{
    public int speed;
    public int bulletSpeed;
    public Transform firePoint;
    public GameO]]></description><category></category></item><item><title><![CDATA[Unity API常用方法和类]]></title><link>https://blog.youkuaiyun.com/perouz/article/details/119862664</link><guid>https://blog.youkuaiyun.com/perouz/article/details/119862664</guid><author>perouz</author><pubDate>Sat, 28 Aug 2021 10:24:58 +0800</pubDate><description><![CDATA[什么是API？——预先设置好的编程接口

事件函数及常用脚本

事件函数的执行顺序

具体可参考:docs.unity.cn/cn/current/Manual/ExecutionOrder.html



*函数前加fix和不加fix的区别（如Fixupdate和update的区别）：加fix后调用执行的次数固定，不会再受到电脑硬件影响。正常来说，电脑的一帧受硬件本身的影响，在0.02s左右上下浮动，update调用的次数就是0.02s左右一次，而fixupdate受客观时间影响，固定0.0166...6]]></description><category></category></item><item><title><![CDATA[古迹探险 类整理]]></title><link>https://blog.youkuaiyun.com/perouz/article/details/119839776</link><guid>https://blog.youkuaiyun.com/perouz/article/details/119839776</guid><author>perouz</author><pubDate>Sat, 21 Aug 2021 15:16:42 +0800</pubDate><description><![CDATA[PlayerMove(自动寻路网格，鼠标单击移动，动画速度值绑定)


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class PlayerMove : MonoBehaviour
{
    // Start is called before the first frame update
    public NavMeshAgent]]></description><category></category></item><item><title><![CDATA[打砖块 类整理]]></title><link>https://blog.youkuaiyun.com/perouz/article/details/119812320</link><guid>https://blog.youkuaiyun.com/perouz/article/details/119812320</guid><author>perouz</author><pubDate>Thu, 19 Aug 2021 22:15:13 +0800</pubDate><description><![CDATA[CameraMove类 （控制相机移动及发射子弹）


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraMove : MonoBehaviour
{

    public GameObject bullet;
    // Start is called before the first frame update
    void Start()
    {]]></description><category></category></item><item><title><![CDATA[Roll A Ball 类整理]]></title><link>https://blog.youkuaiyun.com/perouz/article/details/119811224</link><guid>https://blog.youkuaiyun.com/perouz/article/details/119811224</guid><author>perouz</author><pubDate>Thu, 19 Aug 2021 21:16:36 +0800</pubDate><description><![CDATA[Player类（操控玩家）


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Player : MonoBehaviour
{

    public Rigidbody rd;
    public int score=0;
    public Text scoreText;
    public GameObject w]]></description><category></category></item><item><title><![CDATA[C#中级使用]]></title><link>https://blog.youkuaiyun.com/perouz/article/details/119771130</link><guid>https://blog.youkuaiyun.com/perouz/article/details/119771130</guid><author>perouz</author><pubDate>Wed, 18 Aug 2021 16:35:14 +0800</pubDate><description><![CDATA[Viusal Studio 进阶操作
	
1.调试

    中断模式如何插入断点？

    ①在该行右键插入断点

    ②菜单Debug(调试)-&gt;Toggole Breakpoint(切换断点)

    ③F9

    ④行首单击

    监测变量内容

    ①光标移动到变量上查看

    ②左下角局部变量查看，可在监测窗口添加自己需要特别留意的变量，可在右侧调用堆栈查看目前处于哪个函数中，即时窗口可修改变量或输...]]></description><category></category></item><item><title><![CDATA[C#基础及Unity中的C#基础使用]]></title><link>https://blog.youkuaiyun.com/perouz/article/details/119720502</link><guid>https://blog.youkuaiyun.com/perouz/article/details/119720502</guid><author>perouz</author><pubDate>Sun, 15 Aug 2021 22:59:48 +0800</pubDate><description><![CDATA[Visual Studio基础操作
	
1.ctrl+F5 启动

2.Home 键可定义到一行代码的最前端，End键可定义到一行代码的最后端

PageUp及PageDown是对当前文档的翻页

3.ctrl+k    ctrl+c 组合快捷键 注释多行；ctrl+k    ctrl+u 组合快捷键 取消多行注释


	C#基础内容及Unity中基础使用
	
1.命名规则： 变量：enemyHp,方法或类：EnemyHp

2.输入输出：


//输出
    Console.Writ...]]></description><category></category></item><item><title><![CDATA[unity2d 实现物体跟随鼠标绕一个点旋转效果]]></title><link>https://blog.youkuaiyun.com/perouz/article/details/52100939</link><guid>https://blog.youkuaiyun.com/perouz/article/details/52100939</guid><author>perouz</author><pubDate>Wed, 03 Aug 2016 10:11:22 +0800</pubDate><description><![CDATA[文章转载自：http://www.cnblogs.com/wayhb/p/5138885.html

在2D游戏中，类似泡泡龙炮台发射、敌人飞机永远指向PLAYER、愤怒小鸟弹弓发射等效果，都需要用到物体跟随鼠标绕一个点旋转的效果，在unity中实现代码很简单，但是在理解上有一定障碍，因为unity是3D界面，他的旋转并不是2D世界中那么简单。

实现这种效果，可以使用两种方法，一种是采用]]></description><category></category></item></channel></rss>