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Unity in the implementation of three logo images for 3 seconds of the looming after each other to switch logo image

-= Time.deltatime/value; Logo. GetcomponentNewColor (1,1,1, Timer); if(Timer 0) {Logoswtich=Logoswtich.changelogo1; } } //Replace the Logo3 with the Logo1 if(Logoswtich = =logoswtich.changelogo1) {logo. Getcomponent0]; Logoswtich=Logoswtich.start; }} Logoswtich Logoswtich=Logoswtich.start; //logo picture Toggle Status Public enumLogoswtic

Three logo images in unity for a looming switch

(TRUE);Logo_qmtgTrans.gameObject.SetActive (FALSE);Logo_brand.gameObject.SetActive (FALSE);//}else if (_logo.name = = "Logo_qmtg")//{Logo_logo.gameObject.SetActive (FALSE);Logo_qmtgTrans.gameObject.SetActive (TRUE);Logo_brand.gameObject.SetActive (FALSE);//}else if (_logo.name = = "Logo_brand")//{Logo_logo.gameObject.SetActive (FALSE);Logo_qmtgTrans.gameObject.SetActive (FALSE);Logo_brand.gameObject.SetActive (TRUE);//}Else//{Debug.logerror ("logo di

Unity Hands-On tour < two >java Edition Server uses Protostuff to simplify PROTOBUF development

(); Protobufioutil.mergefrom (data, Person2, schema); System.out.println (person2.id); } More features to read the relevant manuals in detail. For example, specify the serialization order of the Entity class fields, ignore some fields that are not serialized, and so on. Performance considerations At first, given the Protostuff's reflection, would it be far worse than the official recommended reflection performance? Without investigation, there is no say. Someone has alread

Unity Hands-on tour < eight > Getting Started with auto-pathfinding Navmesh

Tribute to the original http://blog.csdn.net/janeky/article/details/17457533Most MMO games now have an auto-pathfinding feature. When you click a location on the scene, the character automatically finds its way past. There may be a lot of obstacles in the middle, and the character will automatically bypass the obstacles and eventually reach the end. Using unity to develop a hand tour, automatic pathfinding can be implemented in many ways. The first mo

Unity Hands-On tour < two >java Edition Server uses Protostuff to simplify PROTOBUF development

, Person2, schema); System.out.println (person2.id); } More features to read the relevant manuals in detail. For example, specify the serialization order of the Entity class fields, ignore some fields that are not serialized, and so on. Performance considerations At first, given the Protostuff's reflection, would it be far worse than the official recommended reflection performance? Without investigation, there is no say. Someone has already tested, the performance aspect is si

Unity Hands-on tour < eight > Getting Started with auto-pathfinding Navmesh

http://blog.csdn.net/janeky/article/details/17457533Most MMO games have an auto-pathfinding feature. When you click a location on the scene, the character automatically finds its way past. There may be a lot of obstacles in the middle, and the character will automatically bypass the obstacles and eventually reach the end. Using unity to develop a hand tour, automatic pathfinding can be implemented in many ways. The first more traditional is the use of

Unity Shader--logo Flashing

; the Else + { A floatPassedtimepercent = (passedtime)/_looptime; the + - floatBottomPoint1 = passedtimepercent* (_blinkwidth + 1);//Base point 1 $ floatBottomPoint2 = BottomPoint1-_blinkwidth;//Base point 2 $ //The default is a 45-degree angle, so you don't need to compute too much - - floatTemp1 = BottomPoint1-uv.y; the floatTemp2 = Temp1-(_blinkwidth*0.5); -

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