UNITY_EDITOR 编辑器调用。
UNITY_STANDALONE_OSX 专门为Mac OS(包括Universal,PPC和Intelarchitectures)平台的定义。
UNITY_DASHBOARD_WIDGET Mac OS Dashboard widget (Mac OS仪表板小部件)。
| public class SingletonBase<T> where T : new() | |
| { | |
| private static T instance; | |
| public static T GetInstance() | |
| { | |
| if (instance == null) | |
| instance = new T(); | |
| return instance; | |
| } |
| // include the basic windows header files and the Direct3D header files | |
| #include <windows.h> | |
| #include <windowsx.h> | |
| #include <d3d11.h> | |
| #include <d3dx11.h> | |
| #include <d3dx10.h> | |
| // include the Direct3D Library file | |
| #pragma comment (lib, "d3d11.lib") | |
| #pragma comment (lib, "d3dx11.lib") |
| #include "precomp.h" | |
| #include "util.h" | |
| using namespace Microsoft::WRL; | |
| using namespace WEX::TestExecution; | |
| PCWSTR StringFromFeatureLevel (D3D_FEATURE_LEVEL FeatureLevel) | |
| { | |
| switch (FeatureLevel) { | |
| case D3D_FEATURE_LEVEL_12_1: return L"12.1"; |
| // 重写事件 | |
| bool event(QEvent *event) | |
| { | |
| if (event->type() == QEvent::ActivationChange) | |
| { | |
| if (QApplication::activeWindow() != this) | |
| { | |
| this->hide(); | |
| } | |
| } |
| #include<iostream> | |
| #include<time.h> | |
| using namespace std; | |
| int main() | |
| { | |
| clock_t startTime,endTime; | |
| startTime = clock(); | |
| for (int i = 0; i < 1000000; i++) |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class Screenshot : MonoBehaviour | |
| { | |
| private int index = 0; | |
| // Start is called before the first frame update | |
| void Start() |
| // <http://wiki.unity3d.com/index.php?title=TakeScreenshot> | |
| // ****** Notice : It doesn't works in Wep Player environment. ****** | |
| // ****** It works in PC environment. ****** | |
| // Default method have some problem, when you take a Screen shot for your game. | |
| // So add this script. | |
| // CF Page : http://technology.blurst.com/unity-jpg-encoding-javascript/ | |
| // made by Jerry ( [email protected] ) | |
| using UnityEngine; |
| // <http://wiki.unity3d.com/index.php?title=TakeScreenshot> | |
| // TODO: | |
| // By default, screenshot files are placed next to the executable bundle -- we don't want this in a | |
| // shipping game, as it will fail if the user doesn't have write access to the Applications folder. | |
| // Instead we should place the screenshots on the user's desktop. However, the ~/ notation doesn't | |
| // work, and Unity doesn't have a mechanism to return special paths. Therefore, the correct way to | |
| // solve this is probably with a plug-in to return OS specific special paths. | |
| // Mono/.NET has functions to get special paths... see discussion page. --Aarku |
| using System; | |
| using System.Collections.Generic; | |
| using System.Data; | |
| using System.Data.SQLite; | |
| /// <summary> | |
| /// 数据库操作类 | |
| /// </summary> | |
| public sealed class SQLiteHelper | |
| { |
UNITY_EDITOR 编辑器调用。
UNITY_STANDALONE_OSX 专门为Mac OS(包括Universal,PPC和Intelarchitectures)平台的定义。
UNITY_DASHBOARD_WIDGET Mac OS Dashboard widget (Mac OS仪表板小部件)。