unity#region
时间: 2023-07-20 07:38:17 浏览: 226
#region 是一个在 Unity 中常用的代码折叠标记,用于将代码块进行分组并折叠,以便更好地组织和管理代码。可以使用 #region 和 #endregion 标记来创建一个代码折叠块,例如:
```
#region Player Movement
// Code for player movement goes here
#endregion
```
这样就会将代码块标记为 "Player Movement",并且可以通过点击左侧的 +/- 按钮折叠或展开该代码块。
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sing UnityEngine; namespace Mogoson.Machinery { /// <summary> /// Rocker look at joint. /// </summary> [AddComponentMenu("Mogoson/Machinery/RockerJoint")] [ExecuteInEditMode] public class RockerJoint : RockerMechanism { #region Field and Property /// <summary> /// Keep up mode. /// </summary> public KeepUpMode keepUp = KeepUpMode.TransformUp; /// <summary> /// Reference forward as world up for look at. /// </summary> public Transform reference; /// <summary> /// World up for look at. /// </summary> public Vector3 WorldUp { get { if (keepUp == KeepUpMode.ReferenceForward && reference) return reference.forward; else return transform.up; } } #endregion #region Public Method /// <summary> /// Drive rocker by velocity. /// </summary> /// <param name="velocity">Velocity of drive.</param> /// <param name="type">Type of drive.</param> public override void Drive(float velocity = 0, DriveType type = DriveType.Ignore) { transform.LookAt(joint, WorldUp); } #endregion } }
这段代码是Unity引擎中的一部分,它定义了一个名为"Mogoson.Machinery"的命名空间。其中包含一个名为"RockerJoint"的类,该类继承自"RockerMechanism"类,并添加了一个组件菜单"AddComponentMenu",以及一个在编辑模式下执行的标记"ExecuteInEditMode"。该类实现了一个摇臂机构。
public class iTween : MonoBehaviour{ #region Variables //repository of all living iTweens: public static List<Hashtable> tweens = new List<Hashtable>(); //camera fade object: // private static GameObject cameraFade; //status members (made public for visual troubleshooting in the inspector): public string id, type, method; public iTween.EaseType easeType; public float time, delay; public LoopType loopType; public bool isRunning,isPaused; /* GFX47 MOD START */ public string _name; /* GFX47 MOD END */ //private members: private float runningTime, percentage; private float delayStarted; //probably not neccesary that this be protected but it shuts Unity's compiler up about this being "never used" private bool kinematic, isLocal, loop, reverse, wasPaused, physics; private Hashtable tweenArguments; private Space space; private delegate float EasingFunction(float start, float end, float Value); private delegate void ApplyTween(); private EasingFunction ease; private ApplyTween apply; private AudioSource audioSource; private Vector3[] vector3s; private Vector2[] vector2s; private Color[,] colors; private float[] floats; private Rect[] rects; private CRSpline path; private Vector3 preUpdate; private Vector3 postUpdate; private NamedValueColor namedcolorvalue; private float lastRealTime; // Added by PressPlay private bool useRealTime; // Added by PressPlay private Transform thisTransform;
这段代码是用C#编写的 iTween 类。iTween 是一款 Unity3D 的插件,用于实现对象的动画效果,比如缓动、路径动画、闪烁等等。
代码中分别定义了一些变量,包括 tweens、id、type、method、easeType、time、delay、loopType、isRunning、isPaused 等等。其中 tweens 是一个列表,存储了所有的 iTween 对象。
代码中还定义了一些委托类型,比如 EasingFunction 和 ApplyTween,用于定义缓动函数和动画效果的应用方式。
除此之外,代码中还定义了一些私有变量和方法,比如 vector3s、vector2s、colors、floats、rects 等等,用于存储和计算动画效果的参数。
总的来说,这段代码是 iTween 插件的核心代码,用于实现对象的动画效果,并提供了丰富的参数和选项,可以灵活地实现各种不同的动画效果。
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