原创 Cocos Creator Editor 生成uuid
let uuid=Editor.Utils.UuidUtils.uuid(); let decompressUuid=Editor.Utils.UuidUtils.decompressUuid(uuid); Editor.log(uui
原创 UGUI 移動Canvas的子對象到屏幕座標
CanvasScaler在Scale With Screen Size模式Canvas實際大小的計算方法: using UnityEngine; public class TestCanvasScaler:MonoBehaviour
原创 CocosCreator 微信小遊戲在手機上預覽加載到100%無法進入
檢查主場景是否有紋理超過寬或高超過2048px,加載其它場景無法進入也一樣
原创 unity Physics.BoxCast說明
public static bool BoxCast (Vector3 center, Vector3 halfExtents, Vector3 direction, Quaternion orientation= Quaternion
原创 unity 安卓平臺存儲文件時UnauthorizedAccessException錯誤
如:存儲.jpg文件 string path=Application.persistentDataPath+"/handTexture2D.jpg"; //path=path.Replace("/","\\");//不能使用"\",否則
原创 Cocos Creator Editor 擴展右鍵菜單
https://forum.cocos.org/t/topic/52153
原创 CocosCreator 組件添加依賴的其它組件
const {ccclass, requireComponent} = cc._decorator; @ccclass @requireComponent(cc.Sprite) class SpriteCtrl extends cc.
原创 CocosCreator 手動設置剛體接觸回調函數
const {ccclass,property}=cc._decorator; @ccclass export default class Test extends cc.Component{ @property({type:c
原创 Cocos Creator 動畫控制
//即使playOnLoad=true,也必須調用play函數播放一個動畫,currentClip屬性纔會賦值 let animation=this.getComponent(cc.Animation); animation.playO
原创 CocosCreator 代碼添加點擊事件函數
const {ccclass, property} = cc._decorator; @ccclass export default class TestButton extends cc.Component{ private
原创 jsfl 讀取xml
var starlingXml=eval(FLfile.read(xmlPath).split( '\n' ).slice( 1 ).join( '\n' )); var subTextureNodes=starlingXml.SubT
原创 Markdown 箭頭
顯示 命令 \(\uparrow\) \uparrow \(\Uparrow\) \Uparrow \(\downarrow\) \downarrow \(\Downarrow\) \Downarrow \
原创 Markdown 數學公式輸入
\(a+b\) \[a+b \]$a+b$ //左邊顯示 $$a+b$$ //居中顯示 \(\vec A\) $\vec A$ \(x^{y^z} = (1+e^x)^{-2xy^w}\) $x^{y^z} = (1+e^x
原创 Cocos Creator Editor 創建.anim文件
let animObject={ "__type__": "cc.AnimationClip", "_name": "", "_objFlags": 0, "_duration": 0, "sample": 60, "cur
原创 Cocos Creator Editor 讀取一個.plist文件
var fs=require('fs'); var xml2js = require('xml2js'); let strUrl="db://assets/textures/aa.plist"; let plistString=fs.