-------------导入器待完成:-------------- Resources、Plugins文件夹的处理 打开子项目场景导致无法删除场景 正在编译代码时导入或删除子项目 在unity里删除项目文件夹时 子项目重命名 当前项目设置修改的重新导入 选择混淆当前项目时跳过** importproject.xml非正常保存,空内容时,导致出错 识别导入项目是长屏/宽屏,在open时调整屏幕的旋转方向 导入.cs文件时重命名已存在的命名空间(防止命名空间冲突) PlayerSettings里的自定义条件编译常量** -------------混淆器待完成:-------------- $符号字符串{}内的变量名 C#特性 #if#endif
将其它unity项目导入到当前项目,实现的项目设置(Project Settings): Physics Physics2D Quality Tags and Layers Time EditorBuildSettings
特殊文件夹: 可以在Assets的任意子目录 Editor Resources
///////导入项目时将会忽略以下文件夹///////////// Editor
EditorDefaultResources Gizmos Plugins StandardAssets StreamingAssets
https://stackoverflow.com/questions/7898310/using-regex-to-balance-match-parenthesis
((?:[^()]|(? ( )|(?<-open> ) ))+(?(open)(?!))) ", RegexOptions.IgnorePatternWhitespace);
public delegate TOutput Converter<TInput, TOutput>(TInput from);
class Base { } class Test<T, U> where U : struct where T : Base, new() { }
public class SampleClass<T, U, V> where T : V { }
using s = System.Text.RegularExpressions; s.Regex reg=new s.Regex(); //委托 public delegate int Func () where T:class; public delegate TResult Func(); public delegate TResult Func<in T1, out TResult>(T1 arg); public delegate TResult Func<in T1, in T2, out TResult>(T1 arg1, T2 arg2);
public delegate bool Predicate(T obj);
//属性 public string FirstName; public string FirstName { get; set; } public string FirstName { get; set; } = string.Empty; public string FirstName { get; private set; } public ICollection points { get; } = new List();
public class Person { public string FirstName { get { return firstName; } set { firstName = value; } } private string firstName; // remaining implementation removed from listing }
public class Person { public string FirstName { get => firstName; set => firstName = value; } private string firstName; // remaining implementation removed from listing }
//lamded public Person(string firstName) => this.FirstName = firstName; public string FullName => $"{FirstName} {LastName}";
=====C#概念===== .cs文件(using,命名空间,接口,类,结构,枚举,委托) using 命名空间(using,命名空间,接口,类,结构,枚举,委托) 接口(接口,类,结构,枚举,事件,委托,接口方法) 类(接口,类,结构,枚举,事件,委托,属性,方法) 结构(接口,类,结构,枚举,事件,委托,属性,方法) 枚举 事件(未实现) 委托 属性 方法
泛型(接口、委托的泛型可以带“in”和"out"在尖括号)
Iterators
public abstract class BaseApp:BaseMonoBehaviour where T:class,new(){ public sealed class App:BaseApp{