<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[渔夫]]></title><description><![CDATA[欲登高而穷目，勿筑台于浮沙！]]></description><link>https://blog.youkuaiyun.com/sun__ch</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; sun__ch]]></copyright><item><title><![CDATA[unity pc端多开项目]]></title><link>https://blog.youkuaiyun.com/sun__ch/article/details/108142703</link><guid>https://blog.youkuaiyun.com/sun__ch/article/details/108142703</guid><author>sun__ch</author><pubDate>Fri, 21 Aug 2020 10:54:38 +0800</pubDate><description><![CDATA[在原项目新建一个批处理文件duokaipc.bat 和Assets文件夹同级


@echo off 
for %%d in (%~dp0..) do set ParentDirectory=%%~fd

pushd %1 &amp; for %%i in (.) do set curr=%%~ni

set filename=%date:~0,4%%date:~5,2%%date:~8,2%%time:~0,2%%time:~3,2%%time:~6,2%
set "filename=%filenam..]]></description><category></category></item><item><title><![CDATA[捕鱼游戏中获得金币移动展示]]></title><link>https://blog.youkuaiyun.com/sun__ch/article/details/105431839</link><guid>https://blog.youkuaiyun.com/sun__ch/article/details/105431839</guid><author>sun__ch</author><pubDate>Fri, 10 Apr 2020 16:01:55 +0800</pubDate><description><![CDATA[在玩捕鱼游戏时候看到金币获得移动表现，那么作为一个程序员就会想这个表现是怎么实现，如果我来弄又是怎么方法！在这里我将自己的实现和想法写下来。

经过观察和发现，渔场金币表现分为：先将N个金币爆炸开，在回收，最后进行移动到目标位置。

具体逻辑看下面代码：






...]]></description><category></category></item><item><title><![CDATA[CocosCreate3D 下实现抛物线轨迹操作]]></title><link>https://blog.youkuaiyun.com/sun__ch/article/details/104959741</link><guid>https://blog.youkuaiyun.com/sun__ch/article/details/104959741</guid><author>sun__ch</author><pubDate>Thu, 19 Mar 2020 09:21:47 +0800</pubDate><description><![CDATA[最近在做小游戏时遇到个物体沿着抛物线运动，并且要显示抛物线轨迹。由于第一次弄CocosCreate3D 引擎开发，查了网上好多资料发现都是在2d下实现没有3d。因为我一直是unity引擎开发，所以将以前写的代码改变，用到Create3D中来实现功能。下面我直接将代码贴出来做个记录。

1：抛物线具体实现方法


import { _decorator, Vec3,} from "cc";
cons...]]></description><category></category></item><item><title><![CDATA[关于 C# lock的理解]]></title><link>https://blog.youkuaiyun.com/sun__ch/article/details/104937407</link><guid>https://blog.youkuaiyun.com/sun__ch/article/details/104937407</guid><author>sun__ch</author><pubDate>Wed, 18 Mar 2020 09:48:32 +0800</pubDate><description><![CDATA[protected readonly object lockObject = new object();]]></description><category></category></item><item><title><![CDATA[Unity在Android平台和iOS平台获取设备id]]></title><link>https://blog.youkuaiyun.com/sun__ch/article/details/99334131</link><guid>https://blog.youkuaiyun.com/sun__ch/article/details/99334131</guid><author>sun__ch</author><pubDate>Mon, 12 Aug 2019 20:29:18 +0800</pubDate><description><![CDATA[Android中方法


public class UnityPlayerActivity extends Activity
{
    @Override protected void onCreate (Bundle savedInstanceState)
    {
    }
    //获取设备id
    public String OnGetDeviceID() {
        ...]]></description><category></category></item><item><title><![CDATA[Unity在Android平台和iOS平台获取图片转为字节流数组返回unity]]></title><link>https://blog.youkuaiyun.com/sun__ch/article/details/99332101</link><guid>https://blog.youkuaiyun.com/sun__ch/article/details/99332101</guid><author>sun__ch</author><pubDate>Mon, 12 Aug 2019 20:18:12 +0800</pubDate><description><![CDATA[Android中的方法


public class UnityPlayerActivity extends Activity
{
@Override protected void onCreate (Bundle savedInstanceState)
    {
}
     //获取logo字节流
    public byte[] GetLogoByte() {
        retur...]]></description><category></category></item><item><title><![CDATA[Unity在Android和iOS中 获取手机当前电量]]></title><link>https://blog.youkuaiyun.com/sun__ch/article/details/99331171</link><guid>https://blog.youkuaiyun.com/sun__ch/article/details/99331171</guid><author>sun__ch</author><pubDate>Mon, 12 Aug 2019 20:00:50 +0800</pubDate><description><![CDATA[Android 中方法


import android.app.Activity;
import android.content.Intent;
import android.content.IntentFilter;
import android.support.v4.app.ActivityCompat;
import android.telephony.TelephonyManager;
...]]></description><category></category></item><item><title><![CDATA[Unity与iOS平台SDK对接-方法篇  剪贴板中添加文本]]></title><link>https://blog.youkuaiyun.com/sun__ch/article/details/99329901</link><guid>https://blog.youkuaiyun.com/sun__ch/article/details/99329901</guid><author>sun__ch</author><pubDate>Mon, 12 Aug 2019 19:51:34 +0800</pubDate><description><![CDATA[oc代码


//将文本复制到IOS剪贴板
- (void)copyTextToClipboard : (NSString*)text
{
  UIPasteboard *pasteboard = [UIPasteboard generalPasteboard];
  pasteboard.string = text;
}

#if defined(__cplusplus)
extern ...]]></description><category></category></item><item><title><![CDATA[Unity与Android平台SDK对接-方法篇  剪贴板中添加文本]]></title><link>https://blog.youkuaiyun.com/sun__ch/article/details/99329083</link><guid>https://blog.youkuaiyun.com/sun__ch/article/details/99329083</guid><author>sun__ch</author><pubDate>Mon, 12 Aug 2019 19:47:10 +0800</pubDate><description><![CDATA[Android中的方法


public class UnityPlayerActivity extends Activity
{
@Override protected void onCreate (Bundle savedInstanceState)
    {
}
    //向剪贴板中添加文本
    public void CopyTextToClipboard(String write...]]></description><category></category></item><item><title><![CDATA[Unity与Android平台SDK对接-方法篇 Apk安装]]></title><link>https://blog.youkuaiyun.com/sun__ch/article/details/99328336</link><guid>https://blog.youkuaiyun.com/sun__ch/article/details/99328336</guid><author>sun__ch</author><pubDate>Mon, 12 Aug 2019 19:38:45 +0800</pubDate><description><![CDATA[Android 平台Apk安装

1.在res文件夹中新建xml文件夹

2.在xml文件夹中新建一个file_paths.xml文件

3.打开file_paths.xml文件在文件中写入以下内容


&lt;?xml version="1.0" encoding="utf-8"?&gt;
&lt;paths&gt;
    &lt;external-path name="." path="...]]></description><category></category></item><item><title><![CDATA[Unity与Android和iOS平台SDK对接-基础篇]]></title><link>https://blog.youkuaiyun.com/sun__ch/article/details/99327169</link><guid>https://blog.youkuaiyun.com/sun__ch/article/details/99327169</guid><author>sun__ch</author><pubDate>Mon, 12 Aug 2019 19:34:03 +0800</pubDate><description><![CDATA[一：Unity3d 与 Android之间的互相调用

1.Unity3d调用Android

1.首先在Android层写好接口u3dCall，这个方法只打印成功的提示：

public void unityCall() {

Log.i("TAG", "unityCall Android Successful");

}

2. 在Unity3d cs脚本中通过反射机制拿取对象并调用Andro...]]></description><category></category></item><item><title><![CDATA[Particle Universe Edit源码编辑器编译]]></title><link>https://blog.youkuaiyun.com/sun__ch/article/details/52386676</link><guid>https://blog.youkuaiyun.com/sun__ch/article/details/52386676</guid><author>sun__ch</author><pubDate>Tue, 05 Jun 2018 13:10:42 +0800</pubDate><description><![CDATA[编译Particle Universe Edit源码需要根据作者写的另一篇文章Ogre源码编译步骤为基础，才可以进行一下工作。
一：安装必要安装包与插件
1.安装wxWidgets-2.8.9 
2.安装wxpropgrid-1.4.3-src.tar.gz
3.安装particle-universe-editor-master

安装完particle-universe-editor]]></description><category></category></item><item><title><![CDATA[Unity与c++ 结构体中带数组参数传递]]></title><link>https://blog.youkuaiyun.com/sun__ch/article/details/54629010</link><guid>https://blog.youkuaiyun.com/sun__ch/article/details/54629010</guid><author>sun__ch</author><pubDate>Fri, 20 Jan 2017 09:42:27 +0800</pubDate><description><![CDATA[在unity与c++ 进行交互中往往会有结构体的数据传递，如果在结构体中定义了数组,那么在unity中需要怎样去定义结构体从而对应c++中定义的带有数组的结构体呢.
请看代码：
#ifndef TRACK_H_H_
#define TRACK_H_H_

#define TRACK_POINT_SIZE 68
#define TRACK_MOUNT_POINT_SIZE 11

#ifdef]]></description><category></category></item><item><title><![CDATA[C++ 字符串与char*转换]]></title><link>https://blog.youkuaiyun.com/sun__ch/article/details/53491500</link><guid>https://blog.youkuaiyun.com/sun__ch/article/details/53491500</guid><author>sun__ch</author><pubDate>Tue, 06 Dec 2016 19:19:05 +0800</pubDate><description><![CDATA[C++字符串与char*转换 1.c++中string转为char*需要先将string转为const char* 然后再将const char *转为char*
2.c++中char*可以直接赋值string
 c++
char* getContents(const char* inputfilepath)
{
    if (inputfilepath == NULL)
        retu]]></description><category></category></item><item><title><![CDATA[unity调用c++ dll]]></title><link>https://blog.youkuaiyun.com/sun__ch/article/details/53491461</link><guid>https://blog.youkuaiyun.com/sun__ch/article/details/53491461</guid><author>sun__ch</author><pubDate>Tue, 06 Dec 2016 19:17:47 +0800</pubDate><description><![CDATA[unity调用c++ dllunity c#中方法[DllImport("MdDll")]
private static extern int add(int x, int y);[DllImport("MdDll")]
private static extern string getContents(string inputfilepath);
c++ 中方法MdDll.h
#ifndef _Md]]></description><category></category></item><item><title><![CDATA[Cocos2dx 中给模型替换多张不同贴图]]></title><link>https://blog.youkuaiyun.com/sun__ch/article/details/53114662</link><guid>https://blog.youkuaiyun.com/sun__ch/article/details/53114662</guid><author>sun__ch</author><pubDate>Thu, 10 Nov 2016 12:48:11 +0800</pubDate><description><![CDATA[今天美术希望实现一个音乐耳机素材效果。即耳机上有音频波段闪动。原本想着是否要使用动画来实现，类似于sprite的帧动画形式，但是发现太麻烦不容易实现。
最后换了一个思路，即美术给个3d模型，外加几张音频波段贴图。使用cocos调度器方法定时去给模型替换贴图，实现美术想要的效果。
代码如下 .h文件
class WearTestDemo
{
    // overrides
    virtu]]></description><category></category></item><item><title><![CDATA[Ogre源码编译步骤]]></title><link>https://blog.youkuaiyun.com/sun__ch/article/details/52386230</link><guid>https://blog.youkuaiyun.com/sun__ch/article/details/52386230</guid><author>sun__ch</author><pubDate>Wed, 31 Aug 2016 16:19:52 +0800</pubDate><description><![CDATA[这篇文章虽然是标记为原创，实则是作者在根据网络中各个文章资料自己编译ogre源码实现记录。所以哪位原作者在这篇文章中看见类似或一样的片段，请不要怪罪。

一、编译生成Ogre 1.8.1源代码
0、我的系统环境
操作系统：64位Windows7 
编译环境：Visual Studio 2010。 
编译ogre1.8.1源码。
先决条件：
1.从官网下载页面点击"Download]]></description><category></category></item></channel></rss>