1.UI frame: Manage jumps between all panel control panels in the scene
2. Single case mode core: 1. Define static objects, access in the outside, internal construction; 2. Privatization of construction methods
3. String strong-Turn enumeration: (Enumtype) System.Enum.Parse (typeof (Uipaneltype), value);
4. Implementation of Iserializationcallbackreceiver Interface serialization: object to Text deserialization: Text to Object
Onafterdeserialize () execution after deserialization
Onbeforeserialize () Execute before serialization
The extension method in 5.c# syntax
1 extension methods enable you to "add" a method to an existing type without creating a new derived type, recompiling, or otherwise modifying the original type.
2 extension methods are defined as static methods, but they are invoked through instance method syntax. Their first argument specifies which type the method acts on, and the parameter is prefixed with the This modifier.
3 Create static class-> write the static method that needs to be extended-> the type to be extended as the first argument and precede this
4 public static Class Estring
{
<summary>
Converts a string to an int
</summary>
<param name= "T" ></param>
<returns> return 0</returns> when conversion fails
public static int ToInt (This string t)
{
int id;
Int. TryParse (t, out ID);//Here The ID of 0 is returned when the conversion fails
return ID;
}
}
String s= "123";
int Id=s.toint ();
5) http://www.cnblogs.com/suger/archive/2012/05/13/2498248.html
UI panel Management in 6.Unity is appropriate for using stack.
The 7.CanvasGroup component can control all the X-ray detection switches under the Change object, and can control the object's hiding (Alpha set to 0).
8.DontDestroyOnLoad The scene is not destroyed, but to deal with switching back and forth is the problem of creating multiple identical game objects
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