《FrameVR示例_V1003》 |
版本 |
作者 |
参与者 |
完成日期 |
备注 |
VRTest_FrameV1003_V01_1.0 |
严立钻 |
|
2018.10.10 |
|
|
|
|
|
|
##《FrameVR示例_V1003》目录:
#A、ApaqiInput/
#B、FanSceneThree/0/
#C、FanStartScene/Script/
#D、Scripts/
#A、ApaqiInput/ |
#A、ApaqiInput/
++++A.1、PingInput.cs
##A.1、PingInput.cs |
++A.1、PingInput.cs
++++立钻哥哥:FrameVR_V1003-OUC\Assets\ApaqiInput\PingInput.cs
public class PingInput : MonoBehaviour{ private static PingInput msInstance; public Text msShowCountents; public string msInputContent; public string msOrigionalContent;
public void MsUpdateData(string newData){} public void MsUpdateData(){} public void MsUpdateData(bool error, string str){}
IEnumerator YieldShowDataError(string str){} IEnumerator YieldShowDataQure(string str){}
} //立钻哥哥:public class PingInput:MonoBehaviour{} |
#B、FanSceneThree/0/ |
#B、FanSceneThree/0/
++++B.1、_Apaqi/Script/
++++B.2、CableComponent/Scripts/
++++B.4、Service/
##B.1、_Apaqi/Script/ |
++++B.1、_Apaqi/Script/
++++B.1.1、Animator/
++++B.1.2、AssessmentTime/
++++B.1.3、Base/
++++B.1.4、Drag/
++++B.1.5、Effect/
++++B.1.6、Five/
++++B.1.7、Http/
++++B.1.8、TCP/
++++B.1.9、Three/
++++B.1.10、UI/
++++B.1.11、VR/
++++B.1.12、Wireshark/
++++B.1.13、xx.cs{}/
###B.1.1、Animator/ |
++B.1.1、Animator/
++++B.1.1.1、Animator/IconAnimation.cs
###B.1.1.1、Animator/IconAnimation.cs |
++B.1.1.1、Animator/IconAnimation.cs
++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Animator\IconAnimation.cs
public class IconAnimation : MonoBehaviour{ } |
++IconAnimation.cs
//立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Animator\IconAnimation.cs using System.Collections; using System.Collections.Generic; using UnityEngine;
//控制动画 public class IconAnimation : MonoBehaviour{
void Update(){ if(transform.parent.parent.GetComponent<BoxCollider>() != null){ if(transform.parent.parent.GetComponent<BoxCollider>().enabled){ transform.GetComponent<Animation>().enabled = true; }else{ transform.GetComponent<Animation>().enabled = false; } } }
} //立钻哥哥:public class IconAnimation:MonoBehaviour{} |
++B.1.2、AssessmentTime/
++++B.1.2.1、TimeControl.cs
###B.1.2.1、AssessmentTime/TimeControl.cs |
++B.1.2.1、AssessmentTime/TimeControl.cs
++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\AssessmentTime\TimeControl.cs
public class TimeControl : MonoBehaviour{ private float checkTime; private bool StartTime = false; public bool Correct = false;
public void MsStartCheck(){} public float MSGetCheckTime(){} } //立钻哥哥:public class TimeControl:MonoBehaviour{} |
++TimeControl.cs
using System.Collections; using System.Collections.Generic; using UnityEngine;
//考核计时,单步考核计时 public class TimeControl : MonoBehaviour{ private float checkTime; //计时器 private bool StartTime = false; //开始计时 public bool Correct = false; //操作是否正确
void Update(){ if(StartTime){ checkTime += Time.deltaTime; } }
//得到考核所用时间 public float MsGetCheckTime(){ StartTime = false; return checkTime; }
} //立钻哥哥:public class TimeControl:MonoBehaviour{} |
###B.1.3、Base/ |
++B.1.3、Base/
++++B.1.3.1、Base/AllEvent.cs
++++B.1.3.2、Base/ConfigureIP.cs
++++B.1.3.3、Base/ConfigureIPB.cs
++++B.1.3.4、Base/ContentPosContorl.cs
++++B.1.3.5、Base/CrystalGrabbing.cs
++++B.1.3.6、Base/Files.cs
++++B.1.3.7、Base/MoveToTarget.cs
++++B.1.3.8、Base/NetMouthEffect.cs
++++B.1.3.9、Base/NetPortPosContorl.cs
++++B.1.3.10、Base/SelfRotation.cs
++++B.1.3.11、Base/StepThree.cs
++++B.1.3.12、Base/TeachContent.cs
++++B.1.3.13、Base/TeachHintsControl.cs
++++B.1.3.14、Base/Twinkle.cs
++++B.1.3.15、Base/VibrationSound.cs
###B.1.3.1、Base/AllEvent.cs |
++B.1.3.1、Base/AllEvent.cs
++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\AllEvent.cs
public class AllEvent : MonoBehaviour{ public void MsYileShow(GameObject game){} IEnumerator YildShow(GameObject game){} } //立钻哥哥:public class AllEvent:MonoBehaviour{} |
++AllEvent.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events;
//所有的基础事件 public class AllEvent : MonoBehaviour{ //延迟显示 public void MsYileShow(GameObject game){ StartCoroutine(YildShow(game)); }
IEnumerator YildShow(GameObject game){ yield return new WaitForSeconds(1.0f); game.SetActive(true); }
} //立钻哥哥:public class AllEvent:MonoBehaviour{} |
###B.1.3.2、Base/ConfigureIP.cs |
++B.1.3.2、Base/ConfigureIP.cs
++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\ConfigureIP.cs
public class ConfigureIP : MonoBehaviour{ private static ConfigureIP msInstance; public Transform MainframeIPA; private ClipManager SourcePlayer; private Files filesPlayer; private BasicEvents BasicEvents; private List<Transform> ListIPA = new List<Transform>();
private Transform MsGetATrsForName(string name){} private void MsByNameControlFicker(string name, bool off){} private void MsByNameControlCollider(string name){}
private List<Transform> list_BGA = new List<Transform>(); private void MsGetFiles(){} private void MsOpenCollider(string name){} private void MsOpenFlicker(string name){} IEnumerator YieldOpen(string name){}
} //立钻哥哥:public class ConfigureIP:MonoBehaviour{} |
++ConfigureIP.cs
using System.Collections; using System.Collections.Generic; using UnityEngine;
//网络IP配置步骤 public class ConfigureIP : MonoBehaviour{ private static ConfigureIP msInstance; public static ConfigureIP MsInstance{ get{ return msInstance; } set{ msInstance = value; } }
public Transform MainframeIPA; //主机IPA
private void Awake(){ msInstance = this; }
private ClipManager SourcePlayer; private Files filesPlayer; private BasicEvents BasicEvents;
void Start(){ BasicEvents = new BasicEvents(); SourcePlayer = gameObject.GetComponent<ClipManager>(); filesPlayer = gameObject.GetComponent<Files>();
MsGetFiles(); }
public void MsStep4(){ ClipManager.MsInstance.MsPlayIndex(1, MsStep4Back); }
private void MsStep4Back(){ }
private List<Transform> ListIPA = new List<Transform>();
//开始新的逻辑处理 public void MsOpenA192(){ }
//通过名字获取A主机上的物品 private Transform MsGetATrsForName(string name){ Transform trans = null; for(int i = 0; i < ListIPA.Count; i++){ if(ListIPA[i].name.Equals(name)){ trans = ListIPA[i]; } }
return trans; }
public void Ms192End(){} public void Ms168End(){} public void Ms01End(){} public void Ms012End(){} public void Ms1End(){} public void Ms255123End(){} public void Ms2551End(){} public void Ms2552End(){} public void Ms2553End(){} public void Ms02End(){}
//通过名字和bool来控制闪烁效果 private void MsByNameControlFicker(string name, bool off){ if(off){ MsGetATrsForName(name).GetComponent<UIFlicker>().MsForceFicker(); }else{ MsGetATrsForName(name).GetComponent<UIFlicker>().MsCloseForceFicker(); } }
//通过名字开启查找 private void MsByNameControlCollider(){ MsGetATrsForName(name).GetComponent<UICollision>().MsOpenCollider(); }
public void MsStop4(){} private void MsStop4End(){} ... ... public void MsStop21(){} private void MsStop21End(){} public void MsStopHostAEnd(){} private void Ms_StopHostAClipEnd(){}
private List<Transform> list_BGA = new List<Transform>();
//通过名字获取内容节点 private void MsGetFiles(){ for(int i = 0; i < filesPlayer.BGA.transform.childCount; i++){ list_BGA.Add(filesPlayer.BGA.transform.GetChild(i)); } }
//开启碰撞 private void MsOpenCollider(string name){ BasicEvents.MsGetTransByName(list_BGA, name).GetChild(0).GetComponent<UICollision>().MsOpenCollider(); }
//开启闪烁 private void MsOpenFlicker(string name){ if(MyConst.FirstEnter){ BasicEvents.MsGetTransByName(list_BGA, name).GetChild(0).GetComponent<UIFlicker>().MsForceFicker(); } }
IEnumerator YieldOpen(stirng name){ yield return new WaitForSeconds(0.5f); Transform tem = null;
for(int i = 0; i < list_BGA.Count; i++){ if(list_BGA[i].name.Equals(name)){ tem = list_BGA[i]; break; } }
if(tem.childCount > 0){ tem.GetChild(0).GetComponent<>().MsOpenCollider(); }else{ tem.GetComponent<UICollision>().MsOpenCollider(); } }
} //立钻哥哥:public class ConfigureIP:MonoBehaviour{} |
###B.1.3.3、Base/ConfigureIPB.cs |
++B.1.3.3、Base/ConfigureIPB.cs
++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\ConfigureIPB.cs
++++说明:基本与“ConfigureIP.cs”类似,暂不拓展;
###B.1.3.4、Base/ContentPosContorl.cs |
++B.1.3.4、Base/ContentPosContorl.cs
++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\ContentPosContorl.cs
public class ContentPosControl : MonoBehaviour{ public Transform msGuide; private Vector3 msGuideOriginalPos = new Vector3(223, -67, -20); private Vector3 msGuideMovePos = new Vector3(-1, -67, -20);
private void OnEnable(){} private void OnDisable(){} } |
++ContentPosContorl.cs
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class ContentPosControl : MonoBehaviour{ public Transform msGuide; //引导框 private Vector3 msGuideOriginalPos = new Vector3(223, -67, -20); private Vector3 msGuideMovePos = new Vector3(-1, -67, -20);
//物体显示 private void OnEnable(){ msGuide.GetComponent<RectTransform>().anchoredPosition3D = msGuideOriginalPos; }
//物体隐藏 private void OnDisable(){ msGuide.gameObject.SetActive(true); msGuide.GetComponent<RectTransform>().anchoredPosition3D = msGuideMovePos; }
} //立钻哥哥:public class ContentPosControl:MonoBehaviour{} |
###B.1.3.5、Base/CrystalGrabbing.cs |
++++B.1.3.5、Base/CrystalGrabbing.cs
++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\CrystalGrabbing.cs
public class CrystalGrabbing : MonoBehaviour{ public void Ms_GrabLeft(Transform cont){} public void Ms_GrabRight(Transform cont){} public void MsOnUp(){} private void OnTriggerEnter(Collider other){} } //立钻哥哥:public class CrystalGrabbing:MonoBehaviour{} |
++CrystalGrabbing.cs
using System.Collections; using System.Collections.Generic; using UnityEngine;
//水晶头的抓取 public class CrystalGrabbing : MonoBehaviour{ //左手柄的抓取 public void Ms_GrabLeft(Transform cont){ transform.parent = cont.transform; transform.localPosition = new Vector3(0.0063f, 0.0295f, -0.0603f); transform.localEulerAngles = new Vector3(36.628f, -102.09f, 117.914f); transform.GetComponent<Rigidbody>().isKinematic = true; transform.Find(“Canvas”).gameObject.SetActive(false); }
//右手柄的抓取 public void Ms_GrabRight(Transform cont){ transform.parent = cont.transform; transform.localPosition = new Vector3(-0.019f, -0.054f, 0.045f); transform.localEulerAngles = new Vector3(-51f, 38.3f, 78.4f); transform.GetComponent<Rigidbody>().isKinematic = true; }
//放弃抓取 public void MsOnUp(){ transform.parent = null; transform.GetComponent<BoxCollider>().enabled = true; transform.GetComponent<Rigidbody>().isKinematic = false; }
private void OnTriggerEnter(Collider other){ if(other.name.Equals(“NetPortBA”)){ transform.parent = null; transform.parent = other.transform; transform.localEulerAngles = Vector3.zero; transform.localPosition = new Vector3(-0.00011f, 0f, -0.00447f); transform.GetComponent<Rigidbody>().isKinematic = true; } }
} //立钻哥哥:public class CrystalGrabbing:MonoBehaviour{} |
###B.1.3.6、Base/Files.cs |
++B.1.3.6、Base/Files.cs
++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\Files.cs
public class Files : MonoBehaviour{ private static Files msInstance; public static Files MsInstance{ set{ msInstance = value; } get{ return msInstance; } }
private void Awake(){ msInstance = this; }
public GameObject Home; public GameObject HostA; //主机A public GameObject HostB; //主机B public GameObject BGA; //主机A的UI public GameObject BGB; //主机B的UI public GameObject ThreeB; //步骤三所有内容 public GameObject ThreeBPing; //步骤三中的ping的总物体 public GameObject ThreeB43; //步骤三种字体显示 public GameObject ThreeBcmd; //步骤三中cmd
public GameObject IcoWirseshark; //抓包工具的ico public GameObject Wirseshark; //总的抓包开始 public GameObject WiresesharkUIFicker; //所有的抓包提示 public Transform LookAtTarget; //看向的目标
public GameObject IcoNetPortA; //A机网络图标 public GameObject IcoNetPortB; //B机网络图标 public GameObject IcoNetPortThree; //B机网络电脑图标 public GameObject IcoNetPortWireshark; //B机抓包网络图标
public GameObject MasterLogic; //主控制按钮集合
public GameObject Five; public GameObject KeyBoard; //键盘
public GameObject NETA, NETB, NETC, NETD, NETE, NETF;
public GameObject StartButton; //启动按钮
} //立钻哥哥:public class Files:MonoBehaviour{} |
###B.1.3.7、Base/MoveToTarget.cs |
++B.1.3.7、Base/MoveToTarget.cs
++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\MoveToTarget.cs
public class MoveToTarget : MonoBehaviour{ private float Speed = 300; public Transform[] target; private bool ssMove = false; private Transform currentTarget; public UnityEvent MoveEnd = new UnityEvent(); public UnityEvent MoveQure = new UnityEvent();
public void MsGetTarget(Collider other){} } |
++MoveToTarget.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events;
//移动到指定目标物体 public class MoveToTarget : MonoBehaviour{ private float Speed = 300; //移动速度 public Transform[] target; //多个目标物体 private bool ssMove = false; //开始移动 private Transform currentTarget; //当前目标
public UnityEvent MoveEnd = new UnityEvent(); public UnityEvent MoveQure = new UnityEvent(); //移动确认
void Update(){ if(ssMove){ if(transform.localPosition != Vector3.zero){ if(currentTarget == null){ return; }
transform.parent = currentTarget; transform.localPosition = Vector3.MoveTowards(transform.localPosition, Vector3.zero, Speed * Time.deltaTime);
if(transform.localPostion == Vector3.zero){ MoveEnd.Invoke(); ssMove = false; } } } }
//获取到移动目标 public void MsGetTarget(Collider other){ if(other.name.IndexOf(“b_r”) > -1 || other.name.IndexOf(“b_l”) > -1){ for(int i = 0; i < target.Length; i++){ if(target[i].childCount < 1){ currentTarget = target[i]; if(currentTarget == MyConst.CurrentMoveTarget){ MoveQure.Invoke(); ssMove = true; } break; } } } }
} //立钻哥哥:public class MoveToTarget:MonoBehaviour{} |
###B.1.3.8、Base/NetMouthEffect.cs |
++B.1.3.8、Base/NetMouthEffect.cs
++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\NetMouthEffect.cs
public class NetMouthEffect : MonoBehaviour{ public UnityEvent SourceEffect = new UnityEvent(); IEnumerator YieldOpenBoxCollider(){} } |
++NetMouthEffect.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events;
//网口音乐特效:自身的碰撞体的控制 public class NetMouthEffect : MonoBehaviour{ public UnityEvent SourceEffect = new UnityEvent();
private void OnTriggerEnter(Collider other){ if(other.name.IndexOf(“b_l”) > -1 || other.name.IndexOf(“b_r”) > 1){ return; } SourceEffect.Invoke(); }
//子集的个数 private int ms_int_ChildCount;
private void Update(){ if(ms_int_ChildCount != transform.childCount){ if(transform.childCount > 0){ transform.GetComponent<BoxCollider>().enabled = false; //有物体 }else{ StartCoroutine(YieldOpenBoxCollider()); //没有物体 }
ms_int_ChildCount = transform.childCount; } }
IEnumerator YieldOpenBoxCollider(){ yield return new WaitForSeconds(2.0f); transform.GetComponent<BoxCollider>().enabled = true; }
} //立钻哥哥:public class NetMouthEffect : MonoBehaviour{} |
###B.1.3.9、Base/NetPortPosContorl.cs |
++B.1.3.9、Base/NetPortPosContorl.cs
++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\NetPortPosContorl.cs
public class NetPortPosControl : MonoBehaviour{ private Transform ms_ParentTrans; private Vector3 ms_StartPos; } |
++NetPortPosContorl.cs
using System.Collections; using System.Collections.Generic; using UnityEngine;
//如果水晶头掉落下面则自动回到初始位置 public class NetPortPosControl : MonoBehaviour{ private Transform ms_ParentTrans; //父级物体 private Vector3 ms_StartPos; //开始位置
void Start(){ ms_StartPos = transform.position; }
void Update(){ if(transform.position.y < -1){ transform.position = ms_StartPos; } }
} //立钻哥哥:public class NetPortPosControl:MonoBehaviour{} |
###B.1.3.10、Base/SelfRotation.cs |
++B.1.3.10、Base/SelfRotation.cs
++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\SelfRotation.cs
public class SelfRotation : MonoBehaviour{ public float speed = 10.0f; public enum EnumLock{ LockX, LockY, LockZ } public EnumLock Lock; } |
++SelfRotation.cs
using System.Collections; using System.Collections.Generic; using UnityEngine;
//自旋转 public class SelfRotation : MonoBehaviour{ public float speed = 10.0f; public enum EnumLock{ LockX, LockY, LockZ } public EnumLock Lock;
void Update(){ switch(Lock){ case EnumLock.LockX: transform.Rotate(Vector3.left * speed * Time.deltaTime); break; case EnumLock.LockY: transform.Rotate(Vector3.up * speed * Time.deltaTime); break; case EnumLock.LockZ: transform.Rotate(Vector3.right * speed * Time.deltaTime); break; default: break; } }
} //立钻哥哥:public class SelfRotation:MonoBehaviour{} |
###B.1.3.11、Base/StepThree.cs |
++B.1.3.11、Base/StepThree.cs
++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\StepThree.cs
public class StepThree : MonoBehaviour{ File filePlayer; List<Transform> ListMainStep = new List<Transform>(); List<Transform> ListViceStep = new List<Transform>(); List<Transform> ListMoveStep = new List<Transform>(); List<Transform> ListText = new List<Transform>(); List<Transform> ListCMD = new List<Transform>();
BasicEvents basicEvents; ClipManager ClipPlayer;
private static StepThree msInstance; public static StepThree MsInstance{}
private void MsAddList(List<Transform> list, Transform tran){} public void MsCheckStepNetPost4(){} public void MsStepNetPort4(){} private void MsStepNetPort4End(){} private void MsStepPingResult(){} IEnumerator IntervalShowText(){} public void MsStepPingOverShow(){} public void MsStepPingOver(){} private void MsStepPingOverEnd(){} } |
++立钻哥哥推荐的拓展学习链接(Link_Url):
立钻哥哥推荐的拓展学习链接(Link_Url) |
++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/
++++Unity企业内训(目录):https://blog.csdn.net/VRunSoftYanlz/article/details/82634668
++++Unity企业内训(第1讲):https://blog.csdn.net/VRunSoftYanlz/article/details/82634733
++++Unity企业内训(第2讲):https://blog.csdn.net/VRunSoftYanlz/article/details/82861180
++++Unity企业内训(第3讲):https://blog.csdn.net/VRunSoftYanlz/article/details/82927699
++++VR实验:以太网帧的构成:https://blog.csdn.net/VRunSoftYanlz/article/details/82598140
++++FrameVR示例V0913:https://blog.csdn.net/VRunSoftYanlz/article/details/82808498
++++FrameVR示例V1003:https://blog.csdn.net/VRunSoftYanlz/article/details/83066516
++++计算机组成原理(教材篇):https://blog.csdn.net/VRunSoftYanlz/article/details/82719129
++++HTC_VIVE开发基础:https://blog.csdn.net/VRunSoftYanlz/article/details/81989970
++++Oculus杂谈:https://blog.csdn.net/VRunSoftYanlz/article/details/82469850
++++Oculus安装使用:https://blog.csdn.net/VRunSoftYanlz/article/details/82718982
++++VRTK杂谈:https://blog.csdn.net/VRunSoftYanlz/article/details/82562993
++++VRTK快速入门(杂谈):https://blog.csdn.net/VRunSoftYanlz/article/details/82955267
++++VRTK官方示例(目录):https://blog.csdn.net/VRunSoftYanlz/article/details/82955410
++++VRTK代码结构(目录):https://blog.csdn.net/VRunSoftYanlz/article/details/82780085
++++VRTK(SceneResources):https://blog.csdn.net/VRunSoftYanlz/article/details/82795400
++++Unity5.x用户手册:https://blog.csdn.net/VRunSoftYanlz/article/details/81712741
++++Unity面试题ABC:https://blog.csdn.net/vrunsoftyanlz/article/details/78630687
++++Unity面试题D:https://blog.csdn.net/VRunSoftYanlz/article/details/78630838
++++Unity面试题E:https://blog.csdn.net/vrunsoftyanlz/article/details/78630913
++++Unity面试题F:https://blog.csdn.net/VRunSoftYanlz/article/details/78630945
++++Cocos2dx面试题:https://blog.csdn.net/VRunSoftYanlz/article/details/78630967
++++Lua快速入门篇(Xlua拓展):https://blog.csdn.net/VRunSoftYanlz/article/details/81173818
++++Lua快速入门篇(XLua教程):https://blog.csdn.net/VRunSoftYanlz/article/details/81141502
++++Lua快速入门篇(基础概述):https://blog.csdn.net/VRunSoftYanlz/article/details/81041359
++++框架知识点:https://blog.csdn.net/VRunSoftYanlz/article/details/80862879
++++游戏框架(UI框架夯实篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80781140
++++游戏框架(初探篇):https://blog.csdn.net/VRunSoftYanlz/article/details/80630325
++++设计模式简单整理:https://blog.csdn.net/vrunsoftyanlz/article/details/79839641
++++专题:设计模式(精华篇):https://blog.csdn.net/VRunSoftYanlz/article/details/81322678
++++U3D小项目参考:https://blog.csdn.net/vrunsoftyanlz/article/details/80141811
++++Unity案例(Vehicle):https://blog.csdn.net/VRunSoftYanlz/article/details/82355876
++++UML类图:https://blog.csdn.net/vrunsoftyanlz/article/details/80289461
++++Unity知识点0001:https://blog.csdn.net/vrunsoftyanlz/article/details/80302012
++++Unity知识点0008:https://blog.csdn.net/VRunSoftYanlz/article/details/81153606
++++U3D_Shader编程(第一篇:快速入门篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80372071
++++U3D_Shader编程(第二篇:基础夯实篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80372628
++++Unity引擎基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78881685
++++Unity面向组件开发:https://blog.csdn.net/vrunsoftyanlz/article/details/78881752
++++Unity物理系统:https://blog.csdn.net/vrunsoftyanlz/article/details/78881879
++++Unity2D平台开发:https://blog.csdn.net/vrunsoftyanlz/article/details/78882034
++++UGUI基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78884693
++++UGUI进阶:https://blog.csdn.net/vrunsoftyanlz/article/details/78884882
++++UGUI综合:https://blog.csdn.net/vrunsoftyanlz/article/details/78885013
++++Unity动画系统基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78886068
++++Unity动画系统进阶:https://blog.csdn.net/vrunsoftyanlz/article/details/78886198
++++Navigation导航系统:https://blog.csdn.net/vrunsoftyanlz/article/details/78886281
++++Unity特效渲染:https://blog.csdn.net/vrunsoftyanlz/article/details/78886403
++++Unity数据存储:https://blog.csdn.net/vrunsoftyanlz/article/details/79251273
++++Unity中Sqlite数据库:https://blog.csdn.net/vrunsoftyanlz/article/details/79254162
++++WWW类和协程:https://blog.csdn.net/vrunsoftyanlz/article/details/79254559
++++Unity网络:https://blog.csdn.net/vrunsoftyanlz/article/details/79254902
++++C#事件:https://blog.csdn.net/vrunsoftyanlz/article/details/78631267
++++C#委托:https://blog.csdn.net/vrunsoftyanlz/article/details/78631183
++++C#集合:https://blog.csdn.net/vrunsoftyanlz/article/details/78631175
++++C#泛型:https://blog.csdn.net/vrunsoftyanlz/article/details/78631141
++++C#接口:https://blog.csdn.net/vrunsoftyanlz/article/details/78631122
++++C#静态类:https://blog.csdn.net/vrunsoftyanlz/article/details/78630979
++++C#中System.String类:https://blog.csdn.net/vrunsoftyanlz/article/details/78630945
++++C#数据类型:https://blog.csdn.net/vrunsoftyanlz/article/details/78630913
++++Unity3D默认的快捷键:https://blog.csdn.net/vrunsoftyanlz/article/details/78630838
++++游戏相关缩写:https://blog.csdn.net/vrunsoftyanlz/article/details/78630687
++++UnityAPI.Rigidbody刚体:https://blog.csdn.net/VRunSoftYanlz/article/details/81784053
++++UnityAPI.Material材质:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303
++++UnityAPI.Android安卓:https://blog.csdn.net/VRunSoftYanlz/article/details/81843193
++++UnityAPI.AndroidJNI安卓JNI:https://blog.csdn.net/VRunSoftYanlz/article/details/81879345
++++UnityAPI.Transform变换:https://blog.csdn.net/VRunSoftYanlz/article/details/81916293
++++UnityAPI.WheelCollider轮碰撞器:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217
++++JSON数据结构:https://blog.csdn.net/VRunSoftYanlz/article/details/82026644
++++CocosStudio快速入门:https://blog.csdn.net/VRunSoftYanlz/article/details/82356839
++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/
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