<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[qq_28599339的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/qq_28599339</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; qq_28599339]]></copyright><item><title><![CDATA[HybridCLR + Addressable]]></title><link>https://blog.youkuaiyun.com/qq_28599339/article/details/149338653</link><guid>https://blog.youkuaiyun.com/qq_28599339/article/details/149338653</guid><author>qq_28599339</author><pubDate>Mon, 14 Jul 2025 20:55:54 +0800</pubDate><description><![CDATA[本文介绍了在Unity中使用HybridCLR和Addressable实现热更新的完整流程。主要内容包括：1)安装HybridCLR包并进行初始化配置；2)创建HotUpdate程序集并配置相关设置；3)打包热更新程序集并转换为Addressable可用的资源；4)在Addressable中建立资源组；5)搭建本地服务器并上传资源；6)编写加载脚本实现版本检查、资源更新和热更新代码加载。关键步骤包括使用RuntimeApi.LoadMetadataForAOTAssembly加载AOT元数据，Assembl]]></description><category></category></item><item><title><![CDATA[DOTS 数据的存储与传递方式]]></title><link>https://blog.youkuaiyun.com/qq_28599339/article/details/146813665</link><guid>https://blog.youkuaiyun.com/qq_28599339/article/details/146813665</guid><author>qq_28599339</author><pubDate>Mon, 31 Mar 2025 18:18:18 +0800</pubDate><description><![CDATA[Asset引用数据 需要baker。UI界面的Mono脚本。UIEvent 桥接。]]></description><category></category></item><item><title><![CDATA[DOTS 创建物体的方法]]></title><link>https://blog.youkuaiyun.com/qq_28599339/article/details/146536358</link><guid>https://blog.youkuaiyun.com/qq_28599339/article/details/146536358</guid><author>qq_28599339</author><pubDate>Wed, 26 Mar 2025 19:33:37 +0800</pubDate><description><![CDATA[/MonoBehaviour脚本创建entity  使用 RenderMeshUtility.AddComponents() 在主线程中创建 不适用于创建大量物体。Singleton 在system中可以不在OnCreat中 state.RequireForUpdate<EntityGeneratorByPre>();创建subscene 在下面创建挂在 pre信息的baker 脚本。]]></description><category></category></item><item><title><![CDATA[C# 二维数组旋转90度, 180度, 270度]]></title><link>https://blog.youkuaiyun.com/qq_28599339/article/details/137615945</link><guid>https://blog.youkuaiyun.com/qq_28599339/article/details/137615945</guid><author>qq_28599339</author><pubDate>Wed, 10 Apr 2024 23:34:40 +0800</pubDate><description><![CDATA[/90度//180度//270度// 旋转数组 //C#]]></description><category></category></item><item><title><![CDATA[贝塞尔跟踪子弹效果]]></title><link>https://blog.youkuaiyun.com/qq_28599339/article/details/136990422</link><guid>https://blog.youkuaiyun.com/qq_28599339/article/details/136990422</guid><author>qq_28599339</author><pubDate>Sun, 24 Mar 2024 16:48:38 +0800</pubDate><description><![CDATA[public Transform StartPoint;
public Transform MidPoint;
public Transform EndPoint;
public Transform Sphere;
private int speed = 2;
private float percentSpeed;//百分比速度
private float percent = 0;//路径百分比
void Start()
{
 percent = 0;
 percentSpeed = speed / (E]]></description><category></category></item><item><title><![CDATA[godot 圆形 小地图（minimap）]]></title><link>https://blog.youkuaiyun.com/qq_28599339/article/details/128792768</link><guid>https://blog.youkuaiyun.com/qq_28599339/article/details/128792768</guid><author>qq_28599339</author><pubDate>Sun, 29 Jan 2023 18:47:52 +0800</pubDate><description><![CDATA[创建子节点-----Node2D 重命名SpriteRoot 作为地图元素的节点。创建子节点---ViewportContainer 设置合适的尺寸。创建子节点----Viewport 设置合适的尺寸  透明背景勾选。创建节点-CanvasLayer 重命名miniMap。创建子节点--sprite 重命名bg 添加背景图。Node2D --Sprite 填入合适的图片。在建好的mapSprite上添加代码。创建子节点-----Camera2D。准备工作完成后 开始代码部分。在minmap节点上添加代码。]]></description><category></category></item><item><title><![CDATA[unity recorder输出带alpha通道图像]]></title><link>https://blog.youkuaiyun.com/qq_28599339/article/details/128594305</link><guid>https://blog.youkuaiyun.com/qq_28599339/article/details/128594305</guid><author>qq_28599339</author><pubDate>Sat, 07 Jan 2023 19:44:07 +0800</pubDate><description><![CDATA[2. camera  选择目标相机  Tag 写入上面相机的tag。2.clearFlags 选择 solidColor 模式。5 Target Frame 选择想要录制的序列帧数量。1. 模式 选择序列帧 Image Sequence。1 l指定layer 和相机的渲染的层级一样。6. 点击 START RECORDING。3 mask 选择指定的渲染的层级。recorder 设置如下。首先选中相机 如下图。1.给相机设置tag。要渲染的物体设置如下。4. Alpha打钩。]]></description><category></category></item><item><title><![CDATA[mac 批量更改文件后缀名]]></title><link>https://blog.youkuaiyun.com/qq_28599339/article/details/127192562</link><guid>https://blog.youkuaiyun.com/qq_28599339/article/details/127192562</guid><author>qq_28599339</author><pubDate>Fri, 07 Oct 2022 11:46:21 +0800</pubDate><description><![CDATA[mac 批量更改文件后缀名]]></description><category></category></item></channel></rss>