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// Simplified Additive Particle shader. Differences from regular Additive Particle one: // - no Tint color // - no Smooth particle support // - no AlphaTest // - no ColorMask // Cartoon FX difference: // - uses Alpha8 monochrome textures to save up on texture memory size Shader "Cartoon FX/Mobile Particles Additive A...
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using UnityEngine; using System.Collections; public class demoGUI : MonoBehaviour { public GameObject[] explosions; void OnGUI(){ for (int i=0;i<explosions.Length/2;i++){ GUI.color = new Color(1f,0.75f,0.5f); if (GUI.Button(new Rect( 10,10+i*30,100,20),explosions[i].name)){ Instantiate( explosi...
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## 复杂值类型的gc问题 xLua复杂值类型(struct)的默认传递方式是引用传递,这种方式要求先对值类型boxing,传递给lua,lua使用后释放该引用。由于值类型每次boxing将产生一个新对象,当lua侧使用完毕释放该对象的引用时,则产生一次gc。 为此,xLua实现了一套struct的gc优化方案,您只要通过简单的配置,则可以实现满足条件的struct传递到lua侧无gc。 ## struct需要满足什么条件? 1. struct允许嵌套其它struct,但它以及它嵌套的struct只能包含这几种基本类型:byte、sbyte、short、ushort、int、uint、long、ulong、float、doub...
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## 生成引擎二次开发 xLua的生成引擎支持二次开发,你可以利用它来生成一些文本类型的文件(比如代码,配置等)。xLua本身的link.xml文件的生成就是一个生成引擎插件做的。其它应用场景,比如生成Lua IDE的自动完成配置文件,都可以用这特性来完成。 ## 总体介绍 插件需要提供两个东西:1、生成文件的模版;2、一个回调函数,该回调函数接受用户的配置,返回需要注入到模版的数据以及文件的输出流。 ## 模版语法 模版语法很简单,只有三种元素: * eval:语法是<%=exp%>,exp是任意表达式,将计算并以字符串形式输出exp的值; * code:语法是<% if true then end%>,蓝色部分是任意...
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using UnityEngine; using XLua; using System.Collections.Generic; using System.Collections; using System; namespace XLuaTest { public class Coroutine_Runner : MonoBehaviour { } public static class CoroutineConfig { [LuaCallCSharp] public static List<Type> LuaCallCSharp { ...
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/* * Tencent is pleased to support the open source community by making xLua available. * Copyright (C) 2016 THL A29 Limited, a Tencent company. All rights reserved. * Licensed under the MIT License (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License...
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# 游戏防沉迷 AntiAddiction (Unity) 对接文档 AntiAddictionSDK 是为了遵循最新防沉迷政策而编写的一个集实名登记、防沉迷时长限制、付费限制三部分功能的组件,方便国内游戏团队快速接入游戏实现防沉迷功能从而符合政策规定。 # 说明 Unity 模块是通过引入 iOS 和 Android 模块后增加桥接文件打包出的 `.unitypackage`,方便以 Unity 开发的游戏直接引入。其他引擎/平台的游戏可以通过 iOS/Android 原生的方式接入,详见 iOS/Android 各模块接入文档。 ## 1.接入SDK Unity 开发环境:2018.4.36f1 导入 `AntiAddic...
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#if TARGET_OS_SIMULATOR #if 0 #elif defined(__x86_64__) && __x86_64__ // Generated by Apple Swift version 5.4.2 (swiftlang-1205.0.28.2 clang-1205.0.19.57) #ifndef ANTIADDICTIONUI_SWIFT_H #define ANTIADDICTIONUI_SWIFT_H #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wgcc-compat" #if !defined(__has_inc...
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<?xml version="1.0" encoding="UTF-8"?> <plist version="1.0"> <dict> <key>taptap</key> <dict> <key>client_id</key> <string>uZ8Yy6cSXVOR6AMRPj</string> </dict> <key>NSPhotoLibraryUsageDescription</key> <string>App需要您的同意,才能访问相册</string> <key>NSCa...
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using System; using System.IO; using System.Security.Cryptography; using System.Text; using UnityEngine; namespace TapTap.AntiAddiction.Internal { public static class Tool { public static int GetMonthDayCount(int year, int month) { switch (month) { case ...
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using System; using System.IO; using System.Threading.Tasks; using UnityEngine; using TapTap.AntiAddiction.Model; using TapTap.Common; namespace TapTap.AntiAddiction.Internal { internal static class Verification { internal const int AGE_LIMIT_UNKNOWN = -1; internal const int AGE_LIMIT_CHILD ...
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using LC.Newtonsoft.Json; namespace TapTap.AntiAddiction.Model { public class PayableResult { [JsonProperty("code")] public int Code { get; internal set; } [JsonProperty("status")] public bool Status { get; internal set; } [JsonProperty("title")] public stri...
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