版本 |
作者 |
参与者 |
完成日期 |
备注 |
UnityAPI_Vector2_V01_1.0 |
严立钻 |
|
2020.07.09 |
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|
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立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力;++1、API的积累:对API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷; ++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程; ++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验; ++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI】,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4、Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术; |
++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html
++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html
++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html
++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html
++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html
++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/
#Vector2二维向量 |
#Vector2二维向量++A1、Description描述++B2、Variables变量++C3、Public Function共有函数++D4、Message消息 |
#A1、Description描述 |
++++这个结构用于在一些地方表示2D的位置和向量(例如:网格中的纹理坐标,或者材质中的纹理偏移);在其他情况下大多数使用Vector3;
#B2、Static Variables静态变量 |
++B2、Static Variables静态变量++++B2.1、one++++B2.2、right++++B2.3、up++++B2.4、zero++++B2.5、YanlzXREngine.Vector2.StaticVariables |
++B2.1、one |
static Vector2 one; |
++++是Vector2(1,1)的简写;
++B2.2、right |
static Vector2 right; |
++++是Vector2(1, 0)的简写;
++B2.3、up |
static Vector2 up; |
++++是Vector2(0,1)的简写;
++B2.4、zero |
static Vector2 zero; |
++++是Vector2(0,0)的简写;
#C3、Variables变量 |
++C3、Variables变量++++C3.1、magnitude++++C3.2、normalized++++C3.3、sqrMagnitude++++C3.4、this[int]++++C3.5、x++++C3.6、y++++C3.7、YanlzXREngine.Vector2.Variables |
++C3.1、magnitude |
float magnitude; |
++++返回向量的长度(只读);
++++向量的长度是(x*x + y*y)的平方根;
++++如果只需要比较一些向量的长度,可以比较它们长度的平方,使用sqrMagnitude(计算平方更快);
++C3.2、normalized |
Vector3 normalized; |
++++返回向量的长度为1(只读),就是返回该向量的单位向量;
++++当归一化后,向量保持同样的方向,但是长度变为1.0;
++++注意:当前向量是不改变的,并且返回一个新的规格化的向量;如果想使当前的向量归一化,使用Normalize函数;
++++如果这个向量太小而不能被归一化,将会返回一个零向量;
++C3.3、sqrMagnitude |
float sqrMagnitude; |
++++返回这个向量的长度的平方(只读);
++++用平方长度来代替magnitude会快很多;如果是比较两个向量的长度差,可以比较他们的平方长度;
++C3.4、this[int] |
float this[int]; |
++++使用[0]或者[1]分别访问组件x或者y组件;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector2 : MonoBehaviour{ public Vector2 p;
void MyTestFunc(){ p[1] = 5; } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzVector2{} |
++C3.5、x |
float x; |
++++向量的X组件;
++C3.6、y |
float y; |
++++向量的Y组件;
#D4、Constructors构造器 |
++D4、Constructors构造器++++D4.1、Vector2++++D4.2、YanlzXREngine.Vector2.Constructors |
++D4.1、Vector2 |
Vector2(float x, float y); |
++++创建一个新的具有给定x,y组件的向量;
#E5、Functions函数 |
++E5、Functions函数++++E5.1、Normalized++++E5.2、Set++++E5.3、ToString++++E5.4、YanlzXREngine.Vector2.Functions |
++E5.1、Normalized |
Vector2 normalized; |
++++返回向量的长度为1(只读);就是返回该向量的单位向量;
++++当归一化后,向量保持同样的方向,但是长度变为1.0;
++++注意:当前向量是不改变的,并且返回一个新的归一化的向量;如果想归一化当前的向量,使用Normalize函数;
++++如果这个向量太小而不能被规范化,一个零向量将会被返回;
++E5.2、Set |
public void Set(float new_x, float new_y); |
++++设置存在的二维向量的X和Y组件;
++E5.3、ToString |
public string ToString();public string ToString(string format); |
++++返回该向量一个格式化好的字符串;
#F6、Static Functions静态函数 |
++F6、Static Functions静态函数++++F6.1、Angle++++F6.2、ClampMagnitude++++F6.3、Distance++++F6.4、Dot++++F6.5、Lerp++++F6.6、Max++++F6.7、Min++++F6.8、MoveTowards++++F6.9、Reflect++++F6.10、Scale++++F6.11、SmoothDamp++++F6.12、YanlzXREngine.Vector2.StaticFunctions |
++F6.1、Angle |
public static float Angle(Vector2 from, Vector2 to); |
++++返回from和to之间的角度,单位度;
++F6.2、ClampMagnitude |
public static Vector2 ClampMagnitude(Vector2 vector, float maxLength); |
++++返回向量的长度,最大不超过maxLength所指示的长度;
++F6.3、Distance |
public static float Distance(Vector2 a, Vector2 b); |
++++返回a和b之间的距离;
++++Vector2.Distance(a,b)与(a-b).magnitude是相同的;
++F6.4、Dot |
public static float Dot(Vector2 lhs, Vector2 rhs); |
++++两个向量的点乘积;
++++返回lhs.rhs;
++++如果指向相同的方向,归一化向量点乘返回1;如果指向完全相反的方向返回-1;在其他情况下在这两个数字之间(即,如果向量垂直,点乘返回0);
++++对于任意长度的向量点乘返回值近似:向量之间的夹角越大时,他们得到更小;
++F6.5、Lerp |
public static Vector2 Lerp(Vector2 a, Vector2 b, float t); |
++++向量a和b之间的线性插值t;
++++参数是夹在范围[0,1];
++++当t=0,返回a;
++++当t=1,返回b;
++++当t=0.5,返回a和b的中间值;
++F6.6、Max |
public static Vector2 Max(Vector2 lhs, Vector2 rhs); |
++++返回一个由两个向量的最大组件组成的向量;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector2 : MonoBehaviour{ public Vector2 a = new Vector2(1, 3); public Vector2 b = new Vector2(4, 2);
void MyTestFunc(){ Debug.Log(Vector2.Max(a, b)); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzVector2{} |
++F6.7、Min |
public static Vector2 Min(Vector2 lhs, Vector2 rhs); |
++++返回一个由两个向量的最小组件组成的向量;
++F6.8、MoveTowards |
public static Vector2 MoveTowards(Vector2 current, Vector2 target, float maxDistanceDelta); |
++++当前的地点移向目标;
++++该函数本质上与Vector2.Lerp一样,恰恰相反的是该函数将会确保速度从不超过maxDistanceDelta的maxDistanceDelta.Negative值,将向量推离目标;
++F6.9、Reflect |
public static Vector2 Reflect(Vector2 inDirection, Vector2 inNormal); |
++++定义在正常情况下映射向量离开向量;
++F6.10、Scale |
public static Vector2 Lerp(Vector2 a, Vector2 b, float t); |
++++向量a和b之间的线性插值t;
++++参数是夹在范围[0,1];
++++当t=0,返回a;
++++当t=1,返回b;
++++当t=0.5,返回a和b的中间值;
++F6.6、Max |
public static Vector2 Max(Vector2 lhs, Vector2 rhs); |
++++返回一个由两个向量的最大组件组成的向量;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector2 : MonoBehaviour{ public Vector2 a = new Vector2(1, 3); public Vector2 b = new Vector2(4, 2);
void MyTestFunc(){ Debug.Log(Vector2.Max(a, b)); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzVector2{} |
++F6.7、Min |
public static Vector2 Min(Vector2 lhs, Vector2 rhs); |
++++返回一个由两个向量的最小组件组成的向量;
++F6.8、MoveTowards |
public static Vector2 MoveTowards(Vector2 current, Vector2 target, float maxDistanceDelta); |
++++当前的地点移向目标;
++++该函数本质上与Vector2.Lerp一样,恰恰相反的是该函数将会确保速度从不超过maxDistanceDelta的maxDistanceDelta.Negative值,将向量推离目标;
++F6.9、Reflect |
public static Vector2 Reflect(Vector2 inDirection, Vector2 inNormal); |
++++定义在正常情况下映射向量离开向量;
++F6.10、Scale |
public static Vector2 Scale(Vector2 a, Vector2 b);public void Scale(Vector2 scale); |
++++两个矢量组件对应相乘;
++++每个组件的结果是一个组件b乘以相同的组成部分;
++++增加这个向量的每个组件规模相同的组件;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector2 : MonoBehaviour{
void MyTestFunc(){ Debug.Log(Vector2.Scale(new Vector2(1, 2), new Vector2(2, 3))); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzVector2{} |
++F6.11、SmoothDamp |
public static Vector2 SmoothDamp(Vector2 current, Vector2 target, ref Vector2 currentVelocity, float smoothTime, float maxSpeed=Mathf.Infinity, float deltaTime=Time.deltaTime); |
++++[current]:当前位置;
++++[target]:尝试到达的位置;
++++[currentVelocity]:当前速度,该值每次通过函数修改;
++++[smoothTime]:大约花费的时间达到目标;一个较小的值将达到目标速度更快;
++++[maxSpeed]:选择允许的最大速度;
++++[deltaTime]:最后调用函数的时间;默认情况下Time.deltaTime;
++++随着时间的推移逐渐改变一个向量朝着期望的目标;
++++这个弹簧阻尼函数是平滑的,不会过量;
#G7、Operators运算符 |
++G7、Operators运算符++++G7.1、operator-++++G7.2、operator!=++++G7.3、operator*++++G7.4、operator/++++G7.5、operator+++++G7.6、operator==++++G7.7、operator Vector2++++G7.8、operator Vector3++++G7.9、YanlzXREngine.Vector2.Operators |
++G7.1、operator- |
public static Vector2 operator -(Vector2 a, Vector2 b); |
++++一个向量减去另一个向量;
++++从a的对应的每个组件减b对应的每个组件;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector2 : MonoBehaviour{
void MyTestFunc(){ Debug.Log(new Vector2(1, 2) - new Vector2(3, 2)); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzVector2{} |
++G7.2、operator!= |
public static bool operator !=(Vector2 lhs, Vector2 rhs); |
++++如果向量不同返回真;
++++非常接近的向量被视为是相等的;
++G7.3、operator* |
public static Vector2 operator *(Vector2 a, float d);public static Vector2 operator *(float d, Vector2 a); |
++++数字乘以一个向量;
++++数字d乘以a的每一个组件;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector2 : MonoBehaviour{
void MyTestFunc(){ //Debug.Log(2.0F * new Vector2(1, 2) ); Debug.Log(new Vector2(1, 2) * 2.0F); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzVector2{} |
++G7.4、operator/ |
public static Vector2 operator /(Vector2 a, float d); |
++++一个向量除以一个数字;也就是a/b;
++++用数字d除以a的每一个组件;也就是a的每一个组件分别除以b;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector2 : MonoBehaviour{
void MyTestFunc(){ Debug.Log(new Vector2(1, 2) / 2.0F); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzVector2{} |
++G7.5、operator+ |
public static Vector2 operator +(Vector2 a, Vector2 b); |
++++两个向量相加;
++++每个相对应的组件相加在一起;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector2 : MonoBehaviour{
void MyTestFunc(){ Debug.Log(new Vector2(1, 2) + new Vector2(2, 3)); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzVector2{} |
++G7.6、operator== |
public static bool operator ==(Vector2 lhs, Vector2 rhs); |
++++如果向量相等返回真;
++++对于非常接近的向量,也将返回真;
#H8、立钻哥哥对Vector2类的拓展 |
++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html
++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html
++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html
++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html
++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html
++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/
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/
++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846
++++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
++++Unity+SteamVR=>VR:https://blog.csdn.net/VRunSoftYanlz/article/details/88809370
++++Unity减少VR晕眩症:https://blog.csdn.net/VRunSoftYanlz/article/details/89115518
++++SteamVR简介:https://blog.csdn.net/VRunSoftYanlz/article/details/86484254
++++SteamVR脚本功能分析:https://blog.csdn.net/VRunSoftYanlz/article/details/86531480
++++SteamVR2.0开发指南:https://blog.csdn.net/VRunSoftYanlz/article/details/86618187
++++SteamVR2.2.0开发指南:https://blog.csdn.net/VRunSoftYanlz/article/details/88784527
++++SteamVR2.2.0快速入门:https://blog.csdn.net/VRunSoftYanlz/article/details/88833579
++++SteamVR2.2.0交互系统:https://blog.csdn.net/VRunSoftYanlz/article/details/89199778
++++SteamVR2.2.0传送机制:https://blog.csdn.net/VRunSoftYanlz/article/details/89390866
++++SteamVR2.2.0教程(一):https://blog.csdn.net/VRunSoftYanlz/article/details/89324067
++++SteamVR2.2.0教程(二):https://blog.csdn.net/VRunSoftYanlz/article/details/89894097
++++SteamVR_Skeleton_Poser:https://blog.csdn.net/VRunSoftYanlz/article/details/89931725
++++SteamVR实战之PMCore:https://blog.csdn.net/VRunSoftYanlz/article/details/89463658
++++SteamVR/Extras:https://blog.csdn.net/VRunSoftYanlz/article/details/86584108
++++SteamVR/Input:https://blog.csdn.net/VRunSoftYanlz/article/details/86601950
++++OpenXR简介:https://blog.csdn.net/VRunSoftYanlz/article/details/85726365
++++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
++++VRTK_ControllerEvents:https://blog.csdn.net/VRunSoftYanlz/article/details/83099512
++++VRTK_InteractTouch:https://blog.csdn.net/VRunSoftYanlz/article/details/83120220
++++虚拟现实行业应用:https://blog.csdn.net/VRunSoftYanlz/article/details/88360157
++++Steam平台上的VR:https://blog.csdn.net/VRunSoftYanlz/article/details/88960085
++++Steam平台热销VR:https://blog.csdn.net/VRunSoftYanlz/article/details/89007741
++++VR实验:以太网帧的构成:https://blog.csdn.net/VRunSoftYanlz/article/details/82598140
++++实验四:存储器扩展实验:https://blog.csdn.net/VRunSoftYanlz/article/details/87834434
++++FrameVR示例V0913:https://blog.csdn.net/VRunSoftYanlz/article/details/82808498
++++FrameVR示例V1003:https://blog.csdn.net/VRunSoftYanlz/article/details/83066516
++++SwitchMachineV1022:https://blog.csdn.net/VRunSoftYanlz/article/details/83280886
++++PlaySceneManagerV1022:https://blog.csdn.net/VRunSoftYanlz/article/details/83280886
++++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
++++禅道[zentao]:https://blog.csdn.net/VRunSoftYanlz/article/details/83964057
++++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
++++.Net框架设计:https://blog.csdn.net/VRunSoftYanlz/article/details/87401225
++++从零开始学架构:https://blog.csdn.net/VRunSoftYanlz/article/details/88095895
++++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小游戏算法分析:https://blog.csdn.net/VRunSoftYanlz/article/details/87908365
++++Unity案例(Vehicle):https://blog.csdn.net/VRunSoftYanlz/article/details/82355876
++++UML类图:https://blog.csdn.net/vrunsoftyanlz/article/details/80289461
++++PowerDesigner简介:https://blog.csdn.net/VRunSoftYanlz/article/details/86500084
++++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
++++Unity资源加密:https://blog.csdn.net/VRunSoftYanlz/article/details/87644514
++++PhotonServer简介:https://blog.csdn.net/VRunSoftYanlz/article/details/86652770
++++编写Photon游戏服务器:https://blog.csdn.net/VRunSoftYanlz/article/details/86682935
++++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
++++UnityAPI.Resources资源:https://blog.csdn.net/VRunSoftYanlz/article/details/83155518
++++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
++++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
++++Unity企业内训(第4讲):https://blog.csdn.net/VRunSoftYanlz/article/details/83479776
++++Unity企业内训(第5讲):https://blog.csdn.net/VRunSoftYanlz/article/details/83963811
++++Unity企业内训(第6讲):https://blog.csdn.net/VRunSoftYanlz/article/details/84207696
++++钻哥带您了解产品原型:https://blog.csdn.net/VRunSoftYanlz/article/details/87303828
++++插件
++++计算机组成原理(教材篇):https://blog.csdn.net/VRunSoftYanlz/article/details/82719129
++++5G接入:云计算和雾计算:https://blog.csdn.net/VRunSoftYanlz/article/details/88372718
++++云计算通俗讲义:https://blog.csdn.net/VRunSoftYanlz/article/details/88652803
++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz
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